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

By introducing object recognition, position change and cooperative skill execution units into the game system, the limitations of cooperative attacks and support defense mechanisms in the existing game system are solved, and wider character cooperation and game teaming are achieved.

JP2025037785AActive Publication Date: 2025-03-18株式会社アカツキゲームス
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Patent Information

Application Number
JP2024080625
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-17
Publication Date
2025-03-18
Estimated Expiration
2043-09-06

AI Technical Summary

Technical Problem

The existing game system has limited collaborative attacks and support defense mechanisms, limited to cooperation between avant-garde and defenders, and the activation conditions of cooperative attacks depend on the satisfaction of specific meters, lacking cooperation mechanisms between other allies NPCs.

Method used

By introducing object recognition units, position change units and cooperative skill execution units into the game system, we identify objects that can activate cooperative skills, determine the target location of cooperative skills, and move the object to the target location to activate cooperative skills.

Benefits of technology

A wider character collaboration is achieved, allowing collaboration between non-following characters, enhancing the teaminess of the game and the player's interest in cooperation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing system, an information processing device, a program, and an information processing method capable of improving a player's interest in a game.SOLUTION: An information processing system executes: object specification processing for specifying an execution object that can activate a coordination skill out of predetermined objects existing in a virtual space of a game and belonging to a predetermined group; arrangement changing processing for determining the position of a movement destination of the execution object; and coordination skill execution processing for moving the execution object to the determined position and activating the coordination skill.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to an information processing system, an information processing device, an information processing program, and an information processing method. Information processing system, information processing device, and information processing method for executing information processing in a game, particularly The present invention relates to a processing program and an information processing method. [Background technology]

[0002] As a game that can be run on player devices such as smartphones and game consoles, Non-player characters (NPCs) that act and / or cooperate with other players In such games, NPCs and other players who are on the player's side are known. Cooperation with layers is one of the best parts of the game, and it's important to think of ways to increase the sense of unity with your allies. .

[0003] For example, in Patent Document 1, a rear guard character who acts in a group with a front guard character is Support defense and support attack are possible with the help of the front and rear guard characters. A game program that allows coordinated attacks using robots has been disclosed. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2019-103597 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, in Patent Document 1, the main character who activates the support defense, support attack, and coordinated attack is The body is limited to the front-line character and the rear-line character following the front-line character, There is no cooperation between characters that are not in a follow-up relationship. Also, support defense, support attack, And, the condition for a combined attack is to have a certain gauge filled. It is a great way to create new interest by improving the sense of unity with other players on your team. There is land.

[0006] The present invention has been made in view of the above circumstances, and an object of the exemplary embodiment of the present invention is to An information processing system that can improve the interest of players in games such as team battle games. To provide a system, an information processing device, an information processing program, and an information processing method. . [Means for solving the problem]

[0007] In order to achieve the above object, an information processing system according to the present invention comprises: Among the predetermined objects that exist in the virtual space of the game and belong to a predetermined group, An object identification unit that identifies an execution object capable of activating a coordination skill; a placement modification unit that determines a destination position of the execution object; The execution object is moved to the position determined by the position change unit, and the linked skill is A cooperation skill execution unit that activates a cooperation skill; The object identification unit is configured to identify a row of at least one object existing in the virtual space. The action and / or state of the object is at least one of the activation conditions set for each of the predetermined objects. and detecting that at least one of the predetermined objects satisfies the activation condition. identifying at least one predetermined object as the execution object; The position change unit changes the position based on an object related to the establishment of the activation condition. Make a decision.

[0008] By having the above-mentioned features, the information processing system is suitable for team-based games. This can increase the interest of players.

[0009] In order to achieve the above object, an information processing device according to the present invention comprises: Among the predetermined objects that exist in the virtual space of the game and belong to a predetermined group, An object identification unit that identifies an execution object capable of activating a coordination skill; a placement modification unit that determines a destination position of the execution object; The execution object is moved to the position determined by the position change unit, and the linked skill is A cooperation skill execution unit that activates a cooperation skill; The object identification unit is configured to identify a row of at least one object existing in the virtual space. The action and / or state of the object is at least one of the activation conditions set for each of the predetermined objects. and detecting that at least one of the predetermined objects satisfies the activation condition. identifying at least one predetermined object as the execution object; The position change unit changes the position based on an object related to the establishment of the activation condition. Make a decision.

[0010] By having the above-mentioned features, the information processing device can play a game such as a team battle game. This can improve the interest of the layer.

[0011] In order to achieve the above object, an information processing program according to the present invention comprises: On the computer, Among the specified objects that exist in the virtual space of the game and belong to a specified group Then, an object identification process for identifying an execution object capable of activating a coordination skill; a relocation process for determining a destination position of the execution object; The execution object is moved to the position determined by the placement change process, A cooperative skill execution process for activating a skill; and an information processing program for executing the cooperative skill execution process. The object identification process is a process of identifying at least one object existing in the virtual space. The action and / or state satisfies one of the trigger conditions set for each of the predetermined objects. and detecting that at least one of the predetermined objects satisfies the activation condition. and identifying at least one of the predetermined objects as the execution object. Including, The position change process is performed by changing the position of the object related to the establishment of the activation condition based on the object. This includes a process of determining

[0012] By having the above features, the information processing program is suitable for team-based games. This can increase the interest of players who play the game.

[0013] In order to achieve the above object, an information processing method according to the present invention comprises: The computer Among the specified objects that exist in the virtual space of the game and belong to a specified group Then, an object identification process for identifying an execution object capable of activating a coordination skill; a relocation process for determining a destination position of the execution object; The execution object is moved to the position determined by the placement change process, A cooperative skill execution process for activating a skill; and an information processing method for executing the cooperative skill execution process, The object identification process is a process of identifying at least one object existing in the virtual space. The action and / or state satisfies one of the trigger conditions set for each of the predetermined objects. and detecting that at least one of the predetermined objects satisfies the activation condition. and identifying at least one of the predetermined objects as the execution object. Including, The position change process is performed by changing the position of the object related to the establishment of the activation condition based on the object. This includes a process of determining:

[0014] By providing the information processing method with the above features, it is possible to improve the performance of a game such as a team-based game. This can improve the interest of the layer. [Brief description of the drawings]

[0015] [Figure 1] FIG. 1 is a block diagram illustrating an outline of the configuration of a game system according to one embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram illustrating an example of a hardware configuration of the server illustrated in FIG. [Diagram 3] FIG. 3 is a block diagram showing an example of a functional configuration (software configuration) of the server shown in FIG. [Figure 4] FIG. 4 is a block diagram showing an example of a schematic configuration of the player terminal shown in FIG. [Figure 5A] 5A is a schematic diagram showing an example of object information stored in the game information storage unit shown in FIG. [Figure 5B] 5A is a schematic diagram showing an example of object information stored in the game information storage unit shown in FIG. [Figure 5C] FIG. 5C is a table for explaining examples of coordination skill patterns. [Figure 6] FIG. 6 is a schematic diagram showing an example of a screen for determining team composition. [Figure 7A]FIG. 7A is a schematic diagram showing an example of a game screen before a combo skill is activated in the first mode. [Figure 7B] FIG. 7B is a schematic diagram showing an example of a game screen on which effects relating to a combination skill are displayed. [Figure 7C] FIG. 7C is a schematic diagram showing an example of a game screen when a combo skill is activated in the first mode. [Figure 7D] FIG. 7D is a schematic diagram showing an example of a game screen before a combo skill is activated in the second mode. [Figure 7E] FIG. 7E is a schematic diagram showing an example of a game screen when a combo skill is activated in the second mode. [Figure 8A] FIG. 8A is a schematic diagram for explaining a method for determining position coordinates to which an execution object is to be moved. [Figure 8B] FIG. 8B is a schematic diagram for explaining a method for determining position coordinates to which the execution object is to be moved. [Figure 9A] FIG. 9A is an example of a flowchart for explaining an outline of information processing related to a coordination skill. [Figure 9B] FIG. 9B is an example of a flowchart for explaining an outline of information processing related to a coordination skill. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] A game system 10 according to an embodiment of the present invention will be described with reference to the drawings. The block diagrams, screen interfaces, and flow charts shown in the drawings are for illustrative purposes only. However, this is merely an example for explaining the present embodiment, and will be described briefly to facilitate the explanation of the present embodiment. In particular, the screen interfaces shown in the drawings may differ from those of an actual game system. The screen interfaces in each drawing do not necessarily match those used in the system. The contents shown in the diagram, screen interface, and flow chart are technically flawed. It may be modified or changed as long as no changes are made.

[0017] The game system 10 according to the present embodiment is a game system including a network N such as the Internet. This is a system for providing various game-related services to the player 3 via the service.

[0018] The game provided by the game system 10 is a game in which each player 3 operates an object. In addition to the objects operated by each player 3, there are also autonomous objects. Organize groups that contain objects and / or objects controlled by other players If the game meets the above criteria, the game provided will be The category is not particularly limited. For example, Categories include fighting games, action games, card games, and role-playing games (RPGs). Games), location-based games, adventure games, simulation games, strategy games It may be a g-game, a sports game, or the like.

[0019] The games provided by the game system 10 include, for example, so-called "in-game" games. This is the part about the actual gameplay, where you manipulate objects to progress through the game. Not only the "game progress part" for the purpose of the game, but also the so-called "out game" The so-called "gacha" system gives players characters, items, and other objects through a lottery system. Which "lottery part" and "formation" to select the characters and other objects to be used in the game It may also include a "strengthening part" that strengthens a character or item, etc.

[0020] Here, "object" is a general term for electronic data that the player 3 uses in the game. For example, cards, characters, avatars, consumables such as in-game currency, weapons, defenses, etc. The objects include tools, tools, and other items. In the game, among the above objects, cards, characters, avatars, etc. In the in-game, at least one object that can be operated by the player 3 is used. In the following description, for the sake of simplicity, it is assumed that the player 3 plays the dynamic object. The game system is based on the assumption that the game will be played by controlling a character. 10, but be sure to include the type of object to be operated and the game category. However, the present invention is not limited to the above.

[0021] In the following description, a character operated by a specific player 3 is used as an action game. The player (hereinafter referred to as the "operated character") is at least one character that acts autonomously. Form an "ally group" and one "enemy group" consisting of at least one enemy character. The game system 10 will be described assuming a game in which the player plays against a team of autonomous players. Examples of characters include non-player characters (hereafter referred to as "non-player characters") controlled by artificial intelligence. NPCs) and characters operated by other players 3. A group may consist of a playable character and one or more NPCs, or The character may be composed of a character operated by a player and one or more other players 3. It consists of a character, one or more NPCs, and one or more characters operated by other players. In the following, the player character and one or more NPCs form a friendly group. The game will be described in detail using the game as an example. The game may be a game in which a friendly group plays against two or more enemy groups, or In addition to the group and enemy group, there is one or more "neutral group (which can be used by both friendly and enemy characters)." Neutral In games that include groups, neutral groups and allies may join the group depending on the game progress. Or they may become your enemy.

[0022] In this embodiment, the "ally group" refers to the group to which the player 3's character belongs. "Friendly character" means a character that belongs to a friendly group. The friendly characters are all characters that belong to the friendly group, including the controlled character. Also, "Friend Characters" are characters that belong to the friendly group and can be controlled by the player. This refers to characters other than the original characters.

[0023] In the game system 10 of the present embodiment, a "cooperation skill" is executed in the in-game. The system is equipped with an information processing system for this purpose. It refers to a skill that creates a cooperative effect between ally characters belonging to the same group, and activates a cooperative skill. The character who activates the linked skill is called the "execution object" and the character who activates the linked skill is called the "execution object". The character that is the target of the link skill (the object that receives the link skill) is called the "target object." In addition, among the friendly characters excluding the execution object, the conditions for activating the cooperation skill are The ally character involved in the establishment of the above is called the "trigger object." The target object may be a friendly character or an enemy character. Cooperation skills include support skills that heal or support ally characters, and / or Alternatively, it may include offensive skills that are executed against an enemy, such as attacking the enemy.

[0024] Next, the specific configuration of each part of the game system 10 will be described.

[0025] As shown in FIG. 1, the game system 10 includes at least one server 20 and a plurality of The main components include a player terminal 30. These main components are connected to a network N. In this game system 10, The server 20 processes information about the game, which is composed of images, videos, sounds, etc. , the player 3 causes the player terminal 30 owned by the player 3 to execute the program. In addition, even if the server 20 and the player terminal 30 are integrally formed, In this case, the game can be executed using only the player terminal 30.

[0026] The server 20 is an information processing device used to operate and manage the game service. As described above, the information processing device is provided to a company 1 that provides game services. The server 20 may be, for example, a workstation or a personal computer. It may be a general-purpose computer such as a It may be possible.

[0027] As shown in FIG. 2, the server 20 includes a processor 21, a memory 22, a storage 23, and a transmission / reception device. The system includes a signal receiving unit 24, an input / output unit 25, and a bus 26.

[0028] The processor 21 includes a CPU (Central Processing Unit), / Or calculation processing such as GPU (Graphics Processing Unit) Control of the entire server 20, including the device, and transmission and reception of data between each element of the server 20 The processor 21 also controls the access control of the application program stored in the storage 23 (to be described later). Executes application programs and performs various calculations necessary to provide game services. cormorant.

[0029] The memory 22 includes a RAM (Random Access Memory) and a VRAM (VRAM). volatile storage devices such as digital video random access memory (DRAM), The memory 22 has a rewritable storage area. It is also used as a work area for the BIOS (Basic Information Processing System) that is executed when the server 20 is started. c Input / Output System) may be stored in the memory 22.

[0030] The storage 23 is a non-volatile storage device, and non-volatile memory applicable to the storage 23 The device may be, for example, a ROM (Read Only Memory), a flash memory, The storage 23 is a read-only storage area. Various application programs necessary for providing game services, Various information is stored in the storage 23.

[0031] The transmitting / receiving unit 24 is a communication interface for connecting the server 20 to the network N. A function as a receiver for receiving various data and signals transmitted from the player terminal 30. and a transmission unit for transmitting various data and signals to the player terminal 30 in response to a command from the processor 21. The transmission / reception unit 24 functions as a Bluetooth (registered trademark) or Short-range communication interfaces such as Bluetooth Low Energy (LE) The semiconductor device may be provided with a semiconductor laser.

[0032] The input / output unit 25 includes a keyboard, a mouse, a microphone, a touch panel, a display, and a This is an input / output interface to which input / output devices such as speaker are connected.

[0033] The bus 26 connects the processor 21, the memory 22, the storage 23, the transceiver 24, and the input / output The bus 26 electrically connects the connected processors 21, memory The memory 22, the storage 23, the transmission / reception unit 24, and the input / output unit 25 are connected to each other through an address signal. , data signals, and various control signals.

[0034] FIG. 3 is a block diagram for explaining the functional configuration (software configuration) of the server 20. As shown in FIG. 3, the server 20 includes at least a control unit 200 and a storage unit 220. Equipped with.

[0035] The control unit 200 of the server 20 is a component that controls the game provided by the game system 10. The control unit 2 has a function of performing various information processing required for providing game services. The function of 00 is that the processor 21 reads information stored in the storage 23 and the application The application programs are read out and various programs are executed in the working area of ​​the memory 22. The control unit 200 has a plurality of functional units according to the type of information processing to be executed. Specifically, the control unit 200 includes, as functional units, a game processing unit 201, a game The screen generating unit 202 and the cooperative skill related information processing unit 203 may be included. The section will be described in more detail later.

[0036] The memory unit 220 of the server 20 corresponds to the memory area of ​​the storage 23. The memory unit 220 stores information necessary for various information processing by the control unit 200. The storage unit 220 has a plurality of areas partitioned according to the type of information to be stored. For example, the game information storage unit 221 and the player information storage unit 222 may be included. The information stored in each storage unit will be described in detail later.

[0037] Each player terminal 30 in the game system 10 is a game service provided by a business operator 1. The player terminal 30 is owned by each player 3 who uses the game. There is no particular limitation as long as the information processing device can be used. For example, Phones, mobile phone terminals, game terminals, tablet computers, notebook computers A personal computer, a desktop computer, or the like is used as the player terminal 30. It is possible.

[0038] FIG. 4 is a block diagram illustrating an outline of the configuration of the player terminal 30. As shown in FIG. The player terminal 30 includes at least a control unit 31 and a display unit 32.

[0039] The control unit 31 of the player terminal 30 controls the display and the camera (not shown) that constitute the display unit 32. It includes elements necessary for controlling each part of the player terminal 30, such as the game console, the game player ... The control unit 31 includes a processor, a memory, a storage, a transmission / reception unit, etc. 1 contains a game application or a browser that can access websites. The game provided by the game system 10 is controlled by the control unit 200 of the server 20. Based on various information processing, the game application or browser is used to This will be carried out at the end of the month.

[0040] The display unit 32 displays a screen interface of the game executed on the player terminal 30. The display unit 32 as a display is a display for displaying information by touching the display surface. Alternatively, the touch panel may receive information input from the player 3. The touch panel is mounted on the player terminal 30 using a resistive film method or a capacitive method, and Operation information by the player 3 during game execution (hereinafter, player operation information D4) is The input is made via the display unit 32 as a panel.

[0041] The method of inputting the player operation information D4 is not limited to inputting via a touch panel. For example, the player operation information D4 may be input via a keyboard or a microphone. Also, the player terminal 30 may have physical buttons in addition to a touch panel. A touch operation on the back side of the player terminal 30 (the side behind the display) is received. The player 3 may have a configuration in which a player terminal such as a gyro sensor is provided. A sensor for detecting the tilt of the terminal 30 may be installed, and when the player 3 tilts the player terminal The action of moving the object may be input as the player operation information D4. The method may be one selected from the above-mentioned methods, or may be one selected from the above-mentioned methods. The method may be two or more methods selected from the above.

[0042] In addition, some or all of the various functional units (201 to 203) shown in FIG. In this case, the application necessary for the processing by each functional unit may be included in the control unit 31. The application program is sent to the player terminal 30, and information processing by each functional unit is performed to execute the game. The processing may be executed on the terminal 30.

[0043] Next, each component of the storage unit 220 in the game system 10 will be described in detail.

[0044] The game information storage unit 221 of the storage unit 220 stores basic information about the game. The basic information about the game stored in the game information storage unit 221 is The game information storage unit 221 may be configured as appropriate depending on the type of game. The settings information for each game, object information, background images, event information, etc. The information may be stored in the game. Note that the term "game unit" refers to a single game. A "game unit" is a quest, event, mission, course, story, scenario, etc. In other words, Rio, chapter, dungeon, stage, battle, and match In the case of a game with multiple stages, the setting information for each game can be A stage ID is an identifier for identifying a game unit, and a Also, virtual space such as stage name, enemy character information, stamina consumption information, and background images The information may include information related to the above.

[0045] The games provided by the game system 10 include "regular games" and "special games." The setting information for each game may include setting information for a normal game and setting information for a special game. The setting information for each special game may include the setting information for each special game as described above. In addition to information such as stage ID, stage name, enemy character information, and consumed stamina information, Regarding the conditions for implementing the special game (for example, the period during which it can be implemented, the number of times it can be implemented, etc.) The "regular game" may include information regarding the period during which the game can be played, and All players 3 can play the game without any restrictions on the number of times it can be played and / or the number of times it can be played. Depending on the progress of the game, the player can acquire characters owned by the player (hereafter referred to as "owned characters"). "Special Games" refers to games that can be played using the standard games. means games outside the scope of the Terms of Use, including, for example, restrictions on the duration and / or number of times they can be played Games in which the prize is awarded and games in which each player 3 plays using characters that he or she does not own This may include games that allow you to play games that are similar to the games you play.

[0046] The object information stored in the game information storage unit 221 is information about characters. , information about items such as weapons and armor, in-game currency, etc. Information about the media consumed by the character may also be included. The information includes information about the character that is available to the player 3 and is to be operated by the player 3. information about the characters that will be Player 3's companions in the game, and The character information may include information about the enemy character that will be fighting against the character. As shown in Figure 5A, the information includes an ID for each character (a unique identifier for each character). The character name, image data, and classification information associated with the character ID (attributes, etc.), parameters that represent the character's abilities (for example, attack power, defense power, stamina, (including the hit rate of attacks, critical rate, and evasion success rate) Information about available skills and text data about the character's characteristics The information may include other information about each character, such as how to obtain them and their probability of obtaining them. Various types of linked information may be included.

[0047] FIG. 5B is a table of information about skills that can be used by characters stored in the game information storage unit 221. Here, "skill" refers to the information that a character can acquire by himself and / or by using his taste. Techniques, spells, and spells used against other characters, such as enemy characters There are skills that are activated on one character and skills that are activated on multiple characters. This includes skills that can be used on the player. 3. Not only the skills already acquired when the character was acquired, but also the skills acquired when the character was acquired This includes skills that are acquired later by the player 3 using or strengthening the character. It means that it is included.

[0048] The skills that a character can use include at least "linked skills" and "communication skills". These may include "regular skills" and "special skills."

[0049] Here, "normal skills" refer to skills that are activated in-game without being subject to any special activation conditions. This refers to skills that can be activated by normal operations in the game. Magic points (also known as MP ) or skill points are usually consumed to activate a skill. In this case, the consumption of the specified points does not fall under any special triggering conditions and is within the scope of normal operation. Regarding the "normal skill" stored in the game information storage unit 221, The information to be displayed may include, for example, the character ID and associated skill name, skill content, skill The effect of activating a skill, and the success rate of the skill, such as the probability of hitting an enemy character It may also include the following.

[0050] "Special skills" are skills that do not fall under normal skills or cooperation skills and are used by other characters. It can be activated independently without needing to be linked to the actions and / or states of the character, but is usually activated by the This refers to a skill that has a special activation condition that is different from the activation of a kill. Set as a special skill The activation condition is, for example, that the gauge is filled, as shown in FIG. 5B. The gauge showing the degree to which the conditions for activation are met will change over time. The gauge may be set to increase in value, and the gauge may increase in value according to the character's actions. The value increases (for example, the number of times an attack hits an enemy character or the amount of attack inflicted on an enemy character). The game information storage unit 2 may be set so that the gauge value increases according to the degree of the game. The information about "special skills" stored in 21 is exemplified by the information about normal skills. In addition to the above data, it also contains information about the conditions for activation. A single special skill may be set for each character, or multiple special skills may be set for each character.

[0051] As mentioned above, "cooperation skills" are skills that create cooperative effects between friendly characters. It means a skill that is linked to the actions and / or status of other characters. A skill may be a skill that one friendly character activates against another friendly character. Alternatively, the skill may be used by one ally character against an enemy character. In order to enhance the sense of unity between the team, the cooperation skills are skills that are activated against enemy characters. It is preferable that the

[0052] Examples of cooperation skills that can be used on other friendly characters include It recovers the character's hit points (HP), life points (LP), and physical strength. Skills to inflict paralysis or poison on other friendly characters by attacks from enemy characters , burns, electric shock, sleep, petrification, freezing, fear, weakness, and ability reduction (weakening) Skills to remove normal abilities, skills to repair weapons and armor of other friendly characters, Increases the abilities (parameters) of other allied characters, such as increasing their attack power or defense power. Skills such as support skills are included.

[0053] On the other hand, cooperative skills that can be used against enemy characters include electric shock, flamethrower, The body of the enemy character can be used to perform actions such as spin kicks, throws, launches, disarming equipment, and destroying equipment. Attacking, surprising, frightening, charming, and confusing enemies. Attacks on the character's mental state, as well as attacks that cause abnormal conditions to enemy characters. These are some of the offensive skills.

[0054] A cooperation skill may be a skill that is activated on one target object, or it may be a skill that is activated on multiple target objects. The skill may be activated on the target object. In order to simplify calculations, a linked skill is activated on one target object. It is preferable.

[0055] A cooperation skill involves the actions of other characters and / or the state that is given to other characters. The "actions" of other characters are determined by the in-game virtual space. This refers to the attack, defense, and other actions performed by other characters in battle, for example: The activation of normal skills or special skills may be included in "the actions of other characters". The "action" set as the condition for a kill is not particularly limited, but corresponds to an attack action against the opponent. It may be an action that does not cause a status abnormality, or an attack action that does not cause a status abnormality, but It is preferable that the action inflicts a status on the other character, as described below. The "state" that is displayed is the state that appears in other characters during battle in the in-game virtual space. Physical condition (paralysis, burns, electric shock, etc.), mental condition (fear, weakness, confusion, etc.), and ability It means a state related to strength (weakened, lowered parameters such as attack power and defense power, etc.). Physical status includes status related to the items the character is wearing, such as equipment destruction or removal. This includes the state of mind.

[0056] The activation condition set for one ally character is that another ally character is an enemy character. and an enemy character launches a specified attack against another friendly character. By launching an attack, other friendly characters can inflict certain conditions on enemy characters. Or, an enemy character gives a certain status to another friendly character. The conditions for activating the cooperation skill may be set to, for example, other ally characters and When one of the enemy characters launches a specific attack, the other ally is hit by that attack. A predetermined state is given to either the character or the enemy character, You can set a combination of trigger conditions for a combo skill (i.e., a specific action and the granting of a specific state). (You may set the activation condition to be a combination of.)

[0057] Assuming a scenario in which the above conditions are set and a cooperation skill is activated, for example, The following patterns are given as examples, and the contents of the cooperation skills and the contents of the activation conditions are not particularly limited. For example, if another friendly character announces that they will launch an enemy character into the air, As a condition for activation, the attack power and other parameters of the ally character who performed the attack are increased. When using a support-type combo skill that boosts the damage dealt to enemy characters, In addition, it is possible to use a combination skill that gives an additional attack to the enemy. The activation condition is that the character performs an attack that "freezes" other friendly characters. When you activate an attack-type combo skill to counterattack the enemy character that performed the attack, A support-type character that unfreezes allied characters who have been frozen by the attack. In addition, when other friendly characters use enemy characters, The activation condition is that the enemy character is inflicted with paralysis. When using a combo skill that gives an additional attack to an enemy character, the enemy character is paralyzed. When using a support-type cooperative skill that increases the parameters of an ally character, Also, the attack of an enemy character may cause other friendly characters to be intimidated. A counterattack against the enemy character that performed the attack, with the condition of being granted. When activating a type combo skill, removes the fear state from allied characters who are in a fear state. Examples of situations that may arise include when activating support-type cooperative skills.

[0058] FIG. 5C is a table showing eight patterns of the above-mentioned cooperative skills. As such, two or more objects may be involved in the establishment of the conditions for activating a cooperative skill. The object involved in the establishment of the activation condition is different from the execution object that activates the link skill. For example, one or more objects that are the subject of the activation condition are The object or objects that are affected by the event and the trigger condition are not triggered. The subject that makes the condition valid is the object that is set in the condition. The player can perform a specific action on the opponent or give the opponent a specific status. The object that is affected when the trigger condition is met is the character that is affected. , become the target of a certain action (the target that receives a certain attack), or be attacked by an opponent It refers to a character that is given a certain status.

[0059] In each pattern shown in FIG. 5C, either the friendly character or the enemy character The trigger condition is set to either an ally character or an enemy character. is set for the object that is affected by a given action or a given state. In each pattern shown in 5C, among the objects related to the establishment of the activation condition, Either the subject who creates the condition or the object that is affected has a link skill. It is set to the target object that is the target of the activation. The object receiving the link and the target object are determined by the effect (content) of the link skill and the activation conditions. The time is determined according to a predetermined action and a predetermined state set in the event.

[0060] In the cooperation skill executed in the game system 10, as shown in FIG. 5C, at least It is preferable that at least one ally character is involved in the establishment of the activation condition. At least one ally character performs a predetermined action and / or It is preferable that the object corresponds to a predetermined state. An ally character involved in the establishment of the above is referred to as a "trigger object."

[0061] In the game system 10, one of eight patterns (A to H) as shown in FIG. 5C is executed. It may be possible to carry out the above-mentioned eight patterns, or two or more patterns selected from the eight patterns may be carried out. Alternatively, all eight patterns may be implemented. Of the eight examples in pattern H, patterns B, D, F, and H target enemy characters. In other words, it is preferable to set the trigger object to a specified An enemy character or a trigger object that has been given a certain action or state is It is preferable to set an enemy character that has performed a certain action or has been given a certain state as a target object. I wish.

[0062] In addition, in order to more effectively generate cooperation between friendly characters, It is preferable to set the trigger condition so that the trigger is the subject of the trigger condition (i.e., the pattern (The best are A, B, E, and F.) In particular, if the main character who fulfills the conditions for activation is an ally character, Pattern B and / or Pattern B, in which the enemy character is the target object It is more preferable to set the cooperation skill so that F can be realized (in other words, the trigger Is it an enemy character or a trigger object that is set as the object's attack target? It is preferable to set the enemy character given a predetermined state as the target object. In Pattern B and Pattern F, when an ally character attacks an enemy character, To add insult to injury, it is possible to attack with cooperative skills, giving a sense of unity with player 3. can be felt more effectively.

[0063] Note that the combination skill patterns shown in FIG. 5C are merely examples. is not limited to the pattern shown in FIG. 5C. For example, if only one character is in the activation condition, In addition, if two or more characters are involved in the establishment of the activation condition, Even in this case, both the subject who establishes the trigger condition and the object that is affected are It may be either a friendly character or an enemy character. A character (or an enemy character) gives a Friend or Enemy character You can set a specific action or state to activate a linked skill. Also, characters that are not involved in the establishment of the triggering condition can be treated as target objects. You may activate a skill.

[0064] The information on the “cooperation skill” stored in the game information storage unit 221 is as shown in FIG. The effect (content) of the cooperation skill associated with the character ID, and the cooperation skill The activation conditions are included, as well as the name of the cooperation skill and the play when the cooperation skill is activated. The data may include data related to the effects to be displayed on the user terminal. Includes image data, sound data (sound effects, character voices, etc.), and video data. Each character may have one cooperation skill. A single skill may be set, or multiple skills may be set. At least, the character to be operated by the player 3 is set to the character, and the player 3 It is preferable that each character, such as an NPC who will be your companion, also have this setting. The same rule may also be set for each enemy character.

[0065] In addition, in Figure 5B, information about cooperation skills is managed by linking it to the character ID. In the example shown, the link information is stored in the link information storage unit 221. How to manage information about linked skills (in other words, how to set linked skills for characters) is not limited to the form shown in FIG. 5B. For example, The information about the linked skills is stored in a separate ID (an ID to identify the linked skill) for each linked skill. A separate character name is added to list the linked skills that are not associated with the character. In this case, the player 3 can make the character he owns learn the cooperation skill. In this way, the ID of the acquired cooperation skill may be linked to the owned character. The ID of the acquired cooperation skill is stored in the player information storage unit 222. By adding this information to the character's character information, the combo skills that each character can activate are uniquely specified. In addition, in the game information storage unit 221, the information regarding the cooperation skill may be set as follows: They may be managed in association with items such as weapons and armor, rather than with characters. In this case, each character will be equipped with an item, and each character will be activated. The collaboration skills that can be performed may be uniquely identified.

[0066] The player information storage unit 222 of the storage unit 220 stores information about each player 3 who uses the game service. For example, the player information storage unit 222 stores the associated information. , a player ID (an identifier for identifying each player 3), and a In addition, the player's name, the date of registration to the game service, the player level, the payment method, and Account information such as various other setting information may also be stored. The section 222 stores play history information accumulated by each player 3 using the game service. The play history information may be stored in association with the player ID. For example, login date and time, number of logins, total play time, number of games played, Data when clearing a unit, number of characters owned, number of items owned, acquired Number of items purchased, number of items consumed, amount of paid or free in-game currency owned, amount charged ,Number of charges, Number of points owned, Number of points acquired, Number of times lottery has been held, and It may also include data such as the number of times enemies have been defeated.

[0067] In addition, the player information storage unit 222 stores the characters and items owned by each player 3. Information about the object (hereinafter referred to as owned object information) is stored. The possessed object information may include, for example, the character's level, attack power, defense power, etc. Current values ​​of various parameters such as power and stamina, character acquisition history, character usage status This includes information about the character's progress, character training history, and the skills the character can use. The items owned by each player 3 may also be related to the above characters. The same information as the information to be stored in the player information storage unit 222 as the possessed object information. It may be stored.

[0068] There is no particular limit to how objects such as characters and items can be obtained. For example, objects can be used as prizes for winning a game, as rewards for clearing a game, or as items consumed within a game. exchange of the object with a paid or free consumable medium, and the composition of two or more objects, etc. The characters available to the player 3 may be given to the player 3 in the following manner. The character may be limited to the character that is the object of operation by the user 3, or the character that is the object of operation may be In addition, characters such as NPCs who will be companions of the player 3 may also be available. Also, from the stage when the player 3 obtains a character, the operation character and the companion character ( NPCs) may be managed separately, but at the acquisition stage, the control character and companions There is no distinction between characters, and in the preparation stage of the game, player 3 chooses from among the characters he owns. By selecting the operating character and the companion character separately, even if a distinction is made between the two, good.

[0069] Available skills (normal skills, special skills, consecutive skills, etc.) stored in the player information storage unit 222 Information about skills (such as skills with other abilities) does not include information about skills that the character does not have. The skill level may not be included and may only include information about acquired skills. The information on the skill includes the effect (content), activation conditions, and success rate of the skill. In other words, the effect (content) of the skill, the activation condition, and the success probability Such data may change depending on the character's growth or strengthening. stomach.

[0070] Skills such as cooperation skills can be used from the beginning when Player 3 acquires the character. The skill may be set to a character in a "learned" state in advance so that the character can use it, or After acquiring the skill, the player 3 can use or strengthen the character and acquire it later. The skill may be acquired by the character owned by the player 3 after the fact. In this case, there is no particular restriction on how to acquire the cooperation skill. Your character may learn a cooperation skill, or you may clear a certain stage to acquire a certain skill. A character may acquire a cooperation skill. Also, each player 3 may select a character from a lottery such as a gacha. The skill can be acquired by exchanging it with other methods or consumable media, and the acquired skill can be used by the owner It may also be learned by Rakta.

[0071] In addition to the above information, the storage unit 220 may also store various information used in the game. stomach.

[0072] Next, each functional unit of the control unit 200 will be described in detail.

[0073] The game processing unit 201 shown in FIG. 3 is a processing unit for processing basic information of a game provided by the game system 10. For example, the game processing unit 201 processes the game, controls the characters, It also processes various in-game information such as switching game modes. The game processing unit 201 performs out-of-game operations such as lottery, training, strengthening, synthesis, and preparation before the game is executed. Various information processing related to the game may be executed.

[0074] As mentioned above, the game categories and the like that are the subject of this embodiment are not particularly limited. A group of allies consisting of the player character from season 3 and one or more NPCs will In this embodiment, an action game in which the player plays against one "enemy group" in a virtual space is taken as an example. This section will explain the following.

[0075] When such an action game is executed, the game processing unit 201, for example, The process of forming a loop is executed. Figure 6 shows the screen interface when forming a friendly group. As shown in FIG. 6, the game processing unit 201 controls the player 3 to operate the control character. The process of selecting a character and acting autonomously as a companion character to fight alongside the controlled character The process of selecting the NPC to be used in the game is accepted, and the ally group to be used in the game is given to player 3. The operation characters and NPCs are all organized according to the characters owned by each player 3. Alternatively, the operated character may be selected from among the owned characters, and N The PC may be selected from a dedicated list. In Figure 6, one playable character and three N The example shows a friendly group consisting of the PC and NPC. The number of the allies is not particularly limited. The game processing unit 201 is After receiving the request, the friendly characters belonging to the organized friendly group are placed in the virtual space. Start the game and control the progress of the game.

[0076] In the above action game, the enemy group consists of only one enemy character. However, it is preferable that the enemy characters are composed of multiple enemy characters. In either case, the enemy characters may be placed in the virtual space from the start of the game. The characters may be introduced sequentially during the game and placed in the virtual space. Even if the player is not a player, all friendly characters may be placed in the virtual space from the start of the game, or The friendly characters of the player may be placed on standby rather than in the virtual space.

[0077] The game screen generation unit 202 shown in FIG. 3 generates an image of a game controlled by the game processing unit 201. The game screen is generated and the generated screen is displayed on the player terminal 30. For example, friendly characters, enemy characters, and other background objects The game screen (image) seen from a virtual camera in a 3D virtual space where objects and other objects are placed. In this case, the viewpoint position and the virtual camera are adjusted so as to track the operated character. The virtual space is rendered from the set viewpoint position and direction. In addition, a plurality of virtual cameras may be used to track each of the friendly characters to generate a game screen. A game player may set up a game controller to generate multiple game screens in a simultaneous sequence. A plurality of game screens may be displayed side by side on the display 30, or a game may be selected from a plurality of game images. A game screen to be displayed on the player terminal 30 may be determined according to the progress of the game. Alternatively, one game screen to be displayed on the player terminal 30 is determined by the selection of the player 3. This is also fine.

[0078] FIG. 7A shows a screen interface consisting of a game screen generated by the game screen generating unit 202. In the game screen shown in FIG. 7A, the character PC is The viewpoint position and viewpoint direction of the virtual camera are set based on the playable character shown in the figure. In the game screen shown in 7A, the operated character PC is fighting an enemy character EC1. Friendly character AC1 is fighting enemy character EC2.

[0079] In this way, each friendly character placed in the virtual space can attack as the game progresses. Select the enemy character you want to attack and fight. There are no specific restrictions on how you select the target. For example, if you set an attack range for each ally character and An enemy character that enters the attack range may be automatically selected as an attack target. If enemy characters exist, one of the enemy characters is selected. You can choose the target of attack by selecting (such as the closest character), or you can select 2 or more You can select the enemy character (by selecting them in order of closeness, etc.) to choose the target of attack, or All enemy characters within the possible range may be selected as attack targets. The target of attack may be selected by the player 3. For example, if the player 3 By tapping on enemy characters on the game screen, the player's character's attack countermeasures will be activated. The elephant (target) may be determined.

[0080] In addition, the movement of the companion character in the virtual space is made to accompany the operated character. However, the movement of the companion character is based on the position of the operated character. It is preferable that the system be set up so that players can move freely without restrictions. When characters can move freely, companion characters that are not displayed on the game screen as shown in Figure 7A can be used. A character may be present, or only the playable character may be included in the viewing angle.

[0081] The game screen generation unit 202 receives operations by the player 3 on the generated game screen. Operation buttons, information about the characters in the game, and other game progress Information related to the game may be displayed on the player terminal 30 by superimposing it on the generated game screen. In the screen interface 50a shown in FIG. 7A, for example, a movement operation button 51, The separate skill gauge 52 and the cooperation skill button 53 are displayed on top of the game screen. However, the screen interface 50a shown in FIG. However, these are merely examples, and the information and operation buttons as shown by the reference numerals 51 to 53 are not displayed. Alternatively, information or operation buttons other than those illustrated in FIG. 7A may be displayed.

[0082] The movement operation button 51 is a button that accepts operations related to the movement of the playable character. For example, the player 3 swipe the movement operation button in the direction in which he or she wants to move the operated character. You can input commands for the movement of the controlled character by typing special commands. The kill gauge 52 indicates the degree to which the conditions for activating the special skills of the controlled character have been met. This is an example of information about a character during the game. In addition to the special skill gauge, information about the Rakuta includes the life points of each friendly character. These include, but are not limited to, gauges showing the progress of each character, and displays showing the status of each ally character. The cooperation skill button 53 is an operation for accepting a selection operation of the player 3 regarding the cooperation skill. This cooperation skill button 53 will be described in detail later.

[0083] The cooperative skill related information processing unit 203 is a functional unit that executes various information processing related to cooperative skills. As shown in FIG. 3, the cooperative skill related information processing unit 203 includes an object specifying unit 2 31, arrangement change unit 232, cooperation skill execution unit 233, player operation reception unit 234, performance table The game device may include a display unit 235 and a bonus providing unit 236.

[0084] The cooperation skill-related information processing unit 203 executes the cooperation skill-related processing. A first mode for executing processing related to the cooperation skills of the operation character, and The second mode includes a second mode for executing processing related to the cooperation skill related information processing unit 203. It is preferable that both the first and second modes are executable. By making both possible, it is possible to link the controlled character and the autonomous companion characters. This allows for interactivity in the activation of handheld skills, further enhancing the sense of teamwork.

[0085] In the first mode, the controlled character is the trigger object, and the companion character is the execution object. In the second mode, the character is identified as a character and a cooperative skill is activated. The companion character is the trigger object, and the control character is the execution object. The first and second modes are In either case, each pattern illustrated in FIG. 5C can be executed.

[0086] Here, examples of the first and second modes will be described with reference to FIGS. 7A to 7E.

[0087] 7A and 7C are schematic diagrams showing a screen interface generated when the first mode is executed. 7A shows the screen interface 50a of the first mode. The screen interface 50c in FIG. 7C represents the game screen before the first mode is started. The image shows the game screen when a combo skill is activated in the game.

[0088] The companion characters placed in the virtual space are not restricted by the position of the controlled character. It is capable of autonomous action. In FIG. 7A, the companion character AC1 is instructed by the control character PC. In the upper right corner of the screen, you are fighting an enemy character EC2. This friend character AC1 is saying, An attack-type cooperation skill that activates when another friendly character paralyzes an enemy character. An example of the first mode will be described assuming that the player has a kill.

[0089] In the center of the game screen in FIG. 7A, the operated character PC is fighting an enemy character EC1. During this battle, the enemy character EC1 is paralyzed (in a state) by the attack of the operated character PC. By granting this status, the conditions for activating the cooperation skill set for the companion character AC1 are met. The character AC1 is specified as the execution object. The PC is identified as the trigger object that established the activation condition, and the enemy character EC 1 is because the cooperation skill of the companion character AC1 is an attack type skill, so the target object It is identified as

[0090] As above, the execution object, trigger object, and target object are specified. In this case, the ally character AC1 activates a cooperation skill against the enemy character EC1. However, at the time the activation condition is met, the ally character AC1 is the enemy character EC1. Since they are active at a distance from the AC1 Move the near the target object (enemy character EC1) where the linked skill can be activated. When moving a companion character AC1, the control character involved in the establishment of the activation condition must be The destination position coordinates are determined based on the target PC or the enemy character EC1. Since the cooperation skill of the companion character AC1 is an attack type skill, the target object It is preferable to determine the position coordinates of the destination of the movement based on the enemy character EC1.

[0091] After the destination position coordinates are determined, the companion character AC1 is moved to the determined position coordinates. When the activation condition is met, the ally character AC1 is in combat with the enemy character EC2. However, the action of the companion character AC1 at the position coordinates before the movement is canceled. Execute this to move the companion character AC1 to the activation position of the cooperation skill (Figure 7C). The companion character AC1 recognizes the change in the companion character AC1's position over time. However, movement before activating the link skill is limited to warp movement (teleportation). ) is preferable. By employing warp movement, the calculation process can be simplified.

[0092] As shown in FIG. 7C, after moving the companion character AC1, Activate the cooperation skill against the enemy character EC1. When the cooperation skill is activated, the control character The activities of the Rakuta PC are not restricted, and even after the activation of the Link Skill, the Activities in the virtual space may be continued. Also, after the activation of the cooperation skill, the companion character A C1 may remain in the activation position and continue in-game activities. The companion character AC1, which is a row object, appears on the game screen when the condition is met (FIG. 7A). However, when the conditions are met, the companion character will be active in a position that is not displayed on the game screen. Even if you are a Rakuta, you can execute a combo skill if the activation conditions are met.

[0093] As mentioned above, in the first mode, the companion character (AC1) is the By moving them back to their original positions, a situation will arise where they will cooperate to fight the enemy character (EC1). This can be done.

[0094] 7D and 7E are schematic diagrams illustrating a screen interface generated when the second mode is executed. 7D shows the screen interface 50d of FIG. 7D. The screen interface 50e in FIG. 7E represents the game screen before the second mode is started. The image shows the game screen when a combo skill is activated in the game.

[0095] In FIG. 7D, the operated character PC is fighting an enemy character EC1. The Rakuta PC sets the activation condition as "an ally character freezing an enemy character." An example of the second mode will be explained assuming that the character has an offensive cooperative skill.

[0096] In the game screen of FIG. 7D, a companion character AC1 is displayed, but in the virtual space, In addition to the character AC1, there are other characters who are active in positions that are not included in the field of view of Figure 7D. There may be a companion character who acts at a position away from the operating character PC. Rakuta AC2 attacks enemy character EC3, causing the enemy character EC3 to enter a frozen state. In the case of (see FIG. 7E), the player controls a character AC2 in a battle with an enemy character EC3. The conditions for activating the cooperation skill set for the operating character PC are met, and the operating character PC executes the cooperation skill. The character AC2 is identified as a row object. The enemy character EC3 is identified as a trigger object, and the enemy character EC3 is connected to the control character PC. Since the skill is an offensive skill, it is identified as the target object.

[0097] In this way, the execution object, trigger object, and target object in the second mode are After identifying the object, the operation character PC is moved to the target object in the same manner as in the first mode. In Figure 7E, the operator moves the character close to the enemy character EC3 and activates a cooperation skill. The player character PC moves close to the enemy character EC3 and attacks the enemy character EC3. The image shows the attack being performed using a combo skill. In this way, in the second mode, , move the operating character (PC) to the companion character (AC2) and the two cooperate This can create a situation where you have to fight an enemy character (EC3).

[0098] When a cooperation skill is activated, the game screen displayed on the player terminal 30 indicates that the activation condition has been met. From the standing (before moving) screen (First mode: Fig. 7A, Second mode: Fig. 7D), via other screens You may switch to the screen after the move (First mode: Fig. 7C, Second mode: Fig. 7E) without changing the setting. However, when moving the execution object to the activation position of the linked skill, It is preferable to display a performance related to this on the player terminal 30.

[0099] FIG. 7B is a schematic diagram of a screen interface (50b) showing a performance related to a combination skill. In the first mode, the effect shown in FIG. 7B is displayed on the game screen shown in FIG. 7C, and in the second mode, the game screen of FIG. 7D 7E. In other words, the effect is displayed on the player terminal 30. When the process is to be executed, the screen before the movement is changed to the presentation screen shown in FIG. 7B, and the presentation ends. After that, the screen changes to the screen after the execution object has been moved. When moving the object to the activation position of the linked skill, the execution object moves to the previous position coordinates. The action you were taking will be canceled. You will be able to continue from the screen you were on before the move without going through any other screens like a special effect. When you switch to the screen after the move, the appearance may look strange. By inserting a scene like that shown in Fig. 7B before the scene, it is possible to suppress the appearance of discomfort. In addition, by inserting a special effect, it is possible to execute a linked skill such as determining the position coordinates. This allows time for calculation processing.

[0100] In addition, the performance may be related to the cooperation skill, and there are no particular restrictions on the data that constitutes the performance. For example, the presentation may consist of still images or moving images. It is also possible to add sound data such as sound effects and character voices to still images or videos to create a special effect. It may be configured.

[0101] The process of activating a cooperation skill may be automatically executed when the activation condition is met, and may be executed by operating the operation key. The character may be executed based on the instruction of the player 3. When activating a linked skill, a pop-up will be displayed to inform Player 3 that the activation conditions have been met. The method of receiving the instruction for activation permission from the player 3 is not particularly limited. For example, the cooperation skill button 53 shown in FIG. 7A and FIG. 7C to FIG. 7E is used to select the cooperation skill. The controller 10 may execute a process of accepting an operation by the player 3 regarding the above.

[0102] The cooperation skill button 53 is, for example, a first button for managing cooperation skills of a companion character. Mode acceptance buttons (B1a to B3a) and buttons for managing the cooperation skills of the operated character The second mode acceptance button (B1b to B3b) may be provided for the purpose of accepting the second mode. 3 consists of one first mode acceptance button and one second mode acceptance button. However, as shown in FIG. 7A, the first mode may be set for each ally character belonging to the ally group. An acceptance button and a second mode acceptance button may be provided.

[0103] For example, as shown in FIG. 7A, when the button B1a is pressed, the companion character AC1 activates a cooperation skill. The button B1b is a first mode acceptance button for permitting the movement of the companion character AC 1 is used as a trigger object to allow the controlled character PC to activate a cooperative skill. Similarly, buttons B2a and B2b are the second mode buttons for companion characters. The buttons B3a and B3b correspond to the companion character AC3. is doing.

[0104] In the first mode, when the establishment of the activation condition set for a companion character is detected, the companion You can now press the first mode button that corresponds to the character you are controlling, and select the character you are controlling. When the player 3 touches the first mode acceptance button, the friend character When the activation conditions are met, the first mode acceptance button will light up. The fulfillment of the activation condition may be notified to the player 3 by making the light flash or blinking. In addition, when the activation condition is met, the first mode of the companion character that corresponds to the activation condition is activated. A button for accepting a friend may be displayed on the player terminal 30. In FIG. Since the activation condition set for character AC1 is met, it corresponds to companion character AC1. The button B1a is displayed in solid lines. When the player 3 touches the button B1a, Then, a cooperative skill is activated by the companion character AC1.

[0105] In the first mode, if the activation conditions for multiple companion characters are met, you can use the cooperation skill button 53 In this case, the first mode acceptance buttons (B1a to B3a) are in an active state (for player 3). The player 3 is in a state where the first model is in an active state. You can select the companion character you want to activate the cooperation skill with from the command reception button. Player 3 can touch one first mode acceptance button to accept one companion key. The character is identified as the execution object, and the selected companion character performs a cooperative skill. The activation is executed.

[0106] In the second mode, any of the companion characters will be involved in the battle set for the controlled character. When the activation condition is met, the second mode corresponding to the companion character involved in the establishment of the activation condition will be activated. The player 3 using the operation character can press the button in the second mode. Touching the button will allow the character to activate a combo skill. The second mode reception button can be used in the same way as the first mode reception button. By making the button light up or blink, you can notify player 3 that the trigger condition has been met. Also, when the activation condition is met, the character that was involved in the establishment will receive a special bonus. The second mode acceptance button may be displayed on the player terminal 30. In FIG. Since the companion character AC2 is the trigger object, the companion character AC2 The button B2b corresponding to the touch is indicated by a solid line. Thus, the cooperative skill is activated by the controlled character PC.

[0107] In the second mode, multiple companion characters are set as playable characters at almost the same time. In this case, the cooperation skill button 53 is used to switch to the second mode. The reception buttons (B1b to B3b) become active. Player 3 is in the active state. From among the multiple second mode acceptance buttons in the state, select a companion to whom the player's operated character will be dispatched. A character can be selected. Player 3 taps one of the second mode acceptance buttons. By clicking the button, one companion character is specified as the trigger object, and the companion character is The cooperative skill of the operated characters is activated using the character as a trigger.

[0108] The cooperation skill related information processing unit 203 is a unit for continuously activating cooperation skills of a plurality of friendly characters. For example, a process of initiating a cooperation skill by one ally character may be executed. As a bonus, it is possible to activate the cooperative skills of other friendly characters in the friendly group. Specifically, each friendly character belonging to the friendly group may cooperate as shown below. If the skill is possessed, the continuous processing shown in <Expansion Example> is possible. <Example of setting an ally group> Setting of ally character AC1: Activation condition "Allied character paralyzes enemy character" As a special feature, it is possible to activate a combo skill that "electrically shocks enemy characters." Setting of ally character AC2: Activation condition "Allied character electrocutes enemy character" As a result, it is possible to activate a cooperative skill that "defeats enemy characters." Control character PC settings: The activation condition is "An ally character defeats an enemy character." This allows you to activate a combo skill that "throws away enemy characters." <Deployment example> Starting point: Friendly character AC3 paralyzes enemy character EC1 First activation process: Activate the cooperative skill of ally character AC1 and sense enemy character EC1. to charge Second activation process: Activate the cooperative skill of ally character AC2 and hit enemy character EC1. knock down 3rd activation process: Activate the cooperative skill of the controlled character PC and throw the enemy character EC1. Fly

[0109] As mentioned above, if consecutive combination skills are possible, you can set the maximum number of consecutive combinations. The maximum number of times may be determined based on, for example, the number of members of the friendly group, There is no particular limitation.

[0110] In addition, the cooperation skill related information processing unit 203 executes a process to restrict the reactivation of the cooperation skill. Specifically, immediately after a cooperative skill is activated, the ally character's Regardless of the skill, the reactivation of the combo skill is managed so that it cannot be reactivated for a certain period of time. You may do so.

[0111] Next, each functional unit of the cooperative skill related information processing unit 203 will be described in detail.

[0112] The object identification unit 231 is configured to identify an object that exists in the virtual space of the game and belongs to a predetermined group. A process for identifying an execution object capable of activating a cooperation skill from among predetermined objects. That is, in the case of the action game exemplified in this embodiment, the object The determination unit 231 determines whether or not a friendly character exists in the virtual space of the game and belongs to a friendly group. A process is performed to identify an execution object capable of activating a cooperation skill from among the above.

[0113] The object identification unit 231 is configured to identify the behavior of at least one character present in the virtual space, And / or, the state meets some of the conditions for activating the combo skills set for each ally character. Detects that at least one of the conditions is met and activates at least one friendly character. Identifies the character as the execution object.

[0114] Specifically, the execution object may be identified by the following procedure. The object identification unit 231 is configured to identify the character that exists in the virtual space during the game. Receives information about actions and the state of a character in a virtual space. Then, every time the object specifying unit 231 receives this information, it specifies the object in the virtual space. The actions and / or states of the existing characters are displayed to the control character and companion characters. Check whether the conditions for each linked skill are met. The character's actions and / or state meet at least one of the trigger conditions set in When the state is detected, the object identification unit 231 identifies an ally character for which the activation condition is satisfied. The object specifying unit 100 may specify the object as an execution object. 231 is an action that satisfies the conditions for activating the cooperation skills set for each ally character, and / or may selectively detect the state and identify the execution object.

[0115] Note that "existing in the virtual space" refers to characters that are not placed in the virtual space and are waiting. This means that it does not fall under the category of an execution object or an object related to the establishment of a trigger condition. Characters that exist in the virtual space only need to be placed in the virtual space. The characters present in the virtual space include those waiting in the virtual space and those stationary without any autonomous behavior. However, it may contain characters that are not specified as execution objects. The ally character who is the execution object is the one who is specified before the point (i.e. the cooperation skill) It is preferable that the user is in an active state in the virtual space from the time of activation (before activation). The states include a state in which the character is fighting an enemy character and a state in which the character is moving within a virtual space. It means a state where the player is in a standby state or is continuously stopped. The active ally character will activate the cooperation skill, not the inactive ally character. By moving the game, you can get a strong sense of unity even in games where you team up with NPCs. It is expected that the trigger object and the target object are also executed. It is preferable that the object, like the object itself, exists in an active state in the virtual space.

[0116] The object identification unit 231 includes information on the activation conditions set for each character, etc. In addition, the execution object may be identified by taking into consideration information that restricts the activation of the coordination skill. Examples of information that restricts the activation of a linked skill include information on restrictions on reactivation, and , information on the status of the execution object candidate when the condition is satisfied, etc. As stated above, once a character activates a combo skill, that character will not be able to use the combo skill for a set period of time. The reactivation of the rule may be restricted, and information regarding the reactivation restriction is provided to each friendly character in coordination. This indicates whether or not the skill can be reactivated. Note that the reactivation of a linked skill takes time. The restriction may be based on the number of times the skill is activated, or on the number of times the skill is activated.

[0117] An execution object candidate refers to an ally character who meets the conditions for activating a cooperative skill. The information on the status of the execution object candidate when the condition is satisfied is This information indicates whether or not the action being performed can be canceled when the activation condition is met. As described with reference to FIG. 7A to FIG. 7E, before the cooperation skill is activated, the execution object In order to move the object, the action being performed by the execution object is canceled when the trigger condition is met. If there are circumstances that prevent you from canceling the action that occurs when this condition is met, Even if the conditions are met, the activation of linked skills is restricted, and the action of allies cannot be canceled. The object specifying unit 231 may exclude the character from the candidates for the execution object. The execution object may be specified taking into consideration circumstances in which an action cannot be canceled, such as the above.

[0118] When identifying an execution object, multiple candidates for the execution object that satisfy the trigger condition are found. In this way, when there are multiple candidates for the execution object, You can select one of the ally characters to be the execution object, or you can select a candidate The cooperation skills of all the ally characters listed in may be activated simultaneously or sequentially. When selecting one execution object from among the complements, the selection method is not particularly limited. For example, the player 3 may select an execution object, or the level may be selected from the candidates. The game is based on preset selection criteria, such as selecting the ally character with the highest score. Alternatively, the execution object may be selected from the viewpoint of ease of calculation and consistency. You may also narrow down the candidates for the object.

[0119] When the object specifying unit 231 specifies an execution object, the execution object is specified based on the establishment of the activation condition. Therefore, the object specifying unit 231 specifies the object that is triggered by the trigger condition. Based on the contents set in the condition, the trigger is selected from the objects related to the establishment of the trigger condition. The object and the target object may be identified.

[0120] It is preferable that the target object is set as the attack target of the trigger object. However, if the target object is involved in the establishment of the activation condition, the target object It may not be the target of the trigger object's attack. An enemy character that is not the target may be identified as a target object. For example, In Pattern B and Pattern F in Figure 5C, the trigger object determines the target of attack. An attack that is executed without any thought may accidentally hit an enemy character. The enemy character that was accidentally attacked is an object related to the establishment of the trigger condition. Therefore, the enemy character may be set as the target object.

[0121] In addition, the target object is among the objects that are not involved in the establishment of the activation condition. The target object may be an object that is not involved in the establishment of the trigger condition. In this case, the enemy character that is the target of the trigger object's attack or the trigger -Even if an enemy character that is attacking an object is specified as the target object, good.

[0122] When identifying the target object, multiple candidates for the target object may be detected. If multiple candidates for the target object are detected, at least one of the candidates is selected. You can select the object based on any criteria. For example, if you want to activate a linked skill with multiple effects, If the range extends to multiple characters, all detected candidates are treated as the target object. Alternatively, one or more target objects may be selected from the detected candidates. In this case, the method of selecting the target object is not particularly limited. Alternatively, the player 3 may select the execution object. In the case of the Fth mode, the enemy character closest to the trigger object is treated as the target object. You can select the target objects in order of proximity to the trigger object, or in order of proximity to the trigger object. In addition, the calculation process is simplified and streamlined, for example by selecting the character that is first in the calculation process. Candidates for target objects may be narrowed down in terms of suitability.

[0123] The placement modification unit 232 changes the placement of the execution object identified by the object identification unit 231. The process executed by the placement change unit 232 is an execution object. This is a process that is executed before activating the linked skill of the object. The "destination position" is the virtual The coordinates of the position in the imaginary space where the execution object activates the cooperation skill (hereinafter, The companion character is not attached to the operation character and can move freely. If the object can move rhythmically, the execution object must be near the position where the trigger condition is met. In consideration of this possibility, we move the execution object before linking. Execute a process of determining position coordinates by the placement change unit 232 so as to activate a skill. After the execution object is specified, the placement modification unit 232 automatically moves the execution object to a new location. Alternatively, the player operation reception unit 234 may execute a calculation process to determine the coordinates. When the command to activate the cooperation skill is received from the third player, the destination position is A computation process may be initiated to determine the target.

[0124] The placement change unit 232 places the execution object on the basis of the object related to the establishment of the activation condition. Determine the position coordinates of the object's destination. "To move to the destination position" means that the vicinity of the object is set as the destination position. The object that is used as the reference when determining the object is called the "reference object." The object that is involved in the establishment of the trigger condition is the object that is the subject of the trigger condition. This may include the object that is affected by the trigger condition. Therefore, the candidates for the reference object (i.e., the object related to the establishment of the triggering condition) are multiple. If there are multiple candidates for the reference object, any selection criteria may be used. Based on the criteria, select one object from among the objects related to the establishment of the trigger condition. Select it as the reference object.

[0125] The criteria for selecting a reference object from among multiple candidates are not particularly limited. For example, It is preferable to select a reference object from among the target objects. If there are multiple objects, the object that is easiest to process is used as the reference object. Also, if the target object is not involved in the establishment of the activation condition, indicates the trigger object and the enemy character that is the target of the trigger object's attack. And, among the enemy characters that are attacking the trigger object, the reference object is selected. In this case, one object may be selected in consideration of the simplicity and consistency of the calculation process. A narrowing down of the candidates may be performed such that the reference object of interest is selected.

[0126] The destination position coordinates only need to be based on one of the reference objects described above. The detailed method of determining the position coordinates is not particularly limited. FIG. 13 is a schematic diagram for illustrating a method for determining a reference object; It shows the top of the virtual space as seen from the bottom (i.e., the horizontal plane in the virtual space). In FIG. 8A and FIG. 8B, the enemy character EC, which is the target object, is set as the reference object. The reference object RO is selected as the reference object RO, and the operation character PC is located near the reference object RO. In other words, in FIG. 8A and FIG. 8B, the operation The enemy character EC, who is the target of the character PC's attack, is attacked by a companion character. It is assumed that a situation will arise in which coordinated skills using TAAC will be activated.

[0127] For example, the position coordinates to which the execution object EO is to be moved are determined in the following procedure. First, the distance L between the execution object EO after the movement and the reference object RO is assumed to be Based on the distance L, a candidate destination of the execution object EO is set. The distance L is the distance between the centers of gravity of the reference object RO and the execution object EO. However, the outer edge of the contact detection figure of the reference object RO and the contact detection figure of the execution object EO It is preferable that the distance between the character and the outer periphery of the fixed figure is the shortest. The shape of the collision detection figure may be the smallest figure that circumscribes the contour of the object (minimum circumscribed figure). There is no particular limitation, and the shape may be a three-dimensional figure such as a sphere, a cube, or a rectangular parallelepiped, a circle, or , or a two-dimensional figure such as a rectangle.

[0128] For example, in FIG. 8A, a circle 71 indicated by a solid line corresponds to the collision detection figure of the reference object RO. In this case, the circle 72 indicated by the dashed line corresponds to the collision detection figure of the execution object EO. In FIG. 8A, the reference o may be set on the outer periphery of a circle 73 shown by a dashed line. The circle 71 is drawn so as to surround the outside of the contact detection figure for object RO. The contour line and the contour line of the circle 73 are parallel, and the distance between the circle 71 and the circle 73 is the distance L described above. In this way, the figure (circle 73) drawn based on the distance L is used. The distance L may be determined by, for example, You can simply set the distance to any desired value so that the combo skill hits the target object. When provisionally setting the distance L, the scale of the game screen generated based on the virtual camera 62 should be taken into consideration. This may be taken into consideration.

[0129] After setting the destination candidates, the optimal location range is narrowed down from the destination candidates, and the optimal location range is The position coordinates to which the execution object will move are determined from the target position. Narrow down the optimal position range. When doing so, for example, the following criteria may be set. <Example of judgment criteria> 1. The destination position does not overlap or touch the background or background object BG. and 2. The destination position is one that does not overlap or come into contact with other characters in the virtual space. To 3. The destination is between a trigger object and a target object, etc., in a battle situation. The position must be avoided between the characters. 4. The destination of the movement is a trigger object or other ally character on the game screen, and the movement The execution object that moves the target object is in a position that appears to surround the target object. and 5. The action of the cooperation skill is clearly displayed on the game screen displayed on the player terminal 30. The destination is a position close to the virtual camera 62 within the viewing angle of the virtual camera 62. 6. The destination is another character displayed within the field of view from the virtual camera 62. The position must not overlap with the previous or next

[0130] For example, the gray area 62 shown in FIG. 8B satisfies the above criteria 1 to 6. The area 62 can be set as the optimum position range. The above-mentioned criteria are merely examples. It is not necessary that all six criteria are met. For example, If multiple characters are crowded together in a single frame, the criteria in 2 and 6 above may not be met. The coordinates of the destination position may be set to the desired position. After that, the destination position coordinates 60 are determined from the optimum position range.

[0131] The position coordinates 60 determined by the layout modification unit 232 may be two-dimensional coordinates or three-dimensional coordinates. In addition, the placement modification unit 232 may be configured to The position coordinates 60 of a corresponding point may be determined, each of which corresponds to a portion of the execution object. A plurality of corresponding position coordinates 60 may be determined. The above-mentioned method of determining the position coordinates 60 is merely an example. The position to which the execution object is to be moved may be determined by a method other than the above.

[0132] The coordination skill execution unit 233 transfers the execution object to the position coordinates determined by the placement change unit 232. First, move the object and activate the linked skill of the execution object. When executing the process of moving the execution object, the kill execution unit 233 When an action object cancels an action it is currently performing (attack, defense, movement, etc.), After the cancellation, the execution object is moved to the position coordinates determined by the placement modification unit 232. However, as mentioned above, it is preferable that the movement in this case be warp movement (teleportation). After moving the execution object, the cooperation skill execution unit 233 executes the following for the target object: Then, a process is performed to activate the collaboration skill of the execution object.

[0133] When a linked skill is activated by an execution object, the trigger object and other allies However, this does not apply to trigger objects or other friendly characters. The activity of the object is not hindered by the process of activating the collaboration skill of the execution object. It is preferable that the trigger object and other friendly characters can continue their combat actions. In addition, even after the execution object activates the linked skill, the trigger object It is preferable to continue the activity in the virtual space. It is preferable that the skill is not one that is activated when switching or changing characters. Before and after the activation of the skill, the activities of allied characters other than the execution object are not restricted in any way. By not limiting the number of enemies, the trigger object and the execution object can cooperate to It is also possible to create situations where you can compete against Kuta, which is expected to improve strategy and the sense of teamwork.

[0134] After the activation of the link skill, the execution object may be returned to the position coordinates before activation, but After activating the link skill, the object will remain in the location where it moved and continue its activities in the game. It is preferable to keep the execution object at the activation position of the linked skill. Even after the rule is activated, the trigger object and the execution object cooperate to continue the game. This allows players to continue playing together and create a sense of unity more effectively. It is expected that the strategic nature of

[0135] The player operation reception unit 234 receives an operation from the player 3 related to the activation of a combination skill. For example, the object specification section 231 is set to any of the friendly characters. When the establishment of the activation condition is detected, the player operation reception unit 234 uses the operation character The player 3 who is to receive the command is notified that the cooperative skill of the ally character can be activated. You can also let the third player choose whether or not to allow the activation of a combo skill.

[0136] In addition, when the activation conditions of multiple ally characters are met, the player operation reception unit 234 , notify player 3 that it is possible to activate a cooperative skill of multiple ally characters, and You may select the ally character who will activate the skill. In the first mode, the player The player operation reception unit 234 selects a team skill from among the multiple teammate characters for which the activation condition is met. The player 3 selects one of the companion characters to activate the rule. In the second mode, The player operation reception unit 234 receives a plurality of characters that satisfy the activation conditions set for the operation characters. Select one of the companion characters to be linked with the controlled character. Let Ear 3 make the choice.

[0137] The processing by the player operation reception unit 234 may be, for example, the linked processing shown in FIG. 7A and FIG. 7C to FIG. 7E. This may be achieved by using the skill button 53, or other methods may be adopted. For example, In the method, a pop-up is displayed on the player terminal 30 by the player operation reception unit 234. The processing may be performed as follows.

[0138] The performance display unit 235 moves the execution object to the position determined by the position change unit 232. When the execution object is selected, a performance related to the cooperation skill of the execution object is displayed on the player terminal 30. When the effect displayed by the effect display unit 235 ends, the screen of the player terminal changes to the screen shown in FIG. 7C or FIG. The screen changes to a game screen generated from the virtual space as shown in E. The game screen displays the virtual space where the execution object will activate the cooperation skill. In the game screen, the execution object is placed in a position where it has been moved to the activation position. The position may be determined by the position change unit 232. When the game screen is switched to the destination coordinate, the execution object may be made to appear at the destination coordinate in the game screen. stomach.

[0139] The privilege granting unit 236 executes a process of granting a privilege for activating a combination skill. The contents of the benefit and the recipients of the benefit are not particularly limited. For example, The benefits include increasing the special skill gauge by 52, increasing ability scores, and other in-game rewards. It can be a bonus that gives you an advantage in the game, or it can be an advantage that gives you gacha points. Benefits that can be used in the game may also be used in other areas of the real world. The object to which the benefit is given may be, for example, an execution object that activates the cooperation skill. , and / or the trigger object that triggered the activated cooperation skill. In addition, the benefits may be given to all characters in the friendly group, It may be a player 3 playing the game.

[0140] Next, the outline of information processing regarding the activation of a cooperative skill is explained based on the flowchart shown in FIG. This will be explained in detail.

[0141] As shown in FIG. 9A, first, in step S1, each character existing in the virtual space is The activation conditions set for each ally character are based on the actions and / or states they speak. Step S1: Monitor whether an action and / or condition that satisfies the condition occurs. The actions and / or states of characters in the virtual space are set to those of friendly characters. If it is detected that the activation condition is satisfied, the process proceeds to step S2.

[0142] In step S2, the ally character for which the activation condition is met is selected as an execution option for activating the cooperation skill. The conditions for multiple friendly characters to activate are met within a short period of time. In this case, select one ally character from among the ally characters whose activation conditions are met. Alternatively, the selected ally character may be specified as the execution object. An ally character may be specified as the execution object. At step S2, the execution object is in an active state (combat action and / or is preferably in a state where the moving operation is being performed.

[0143] In step S2, not only is the execution object identified, but also the The ally object is identified as the trigger object. Further, in step S2, Objects involved in the establishment of the trigger condition, trigger object, trigger object Objects that are specified as targets of attacks and trigger objects that are specified as targets of attacks Identify at least one target object from among the objects specified. The object is a character that is the target of the cooperation skill, and is a candidate for the target object. If there are multiple candidates, the target object is assigned to one character from among the multiple candidates. The search may be narrowed down, or multiple characters may be identified as the target object.

[0144] After the execution object is specified in step S2, the execution object is The destination position coordinates are linked to the execution object. This is the position where the skill is activated, and it moves based on the character involved in the establishment of the activation condition. Determine the destination position coordinates. If multiple characters are involved in the establishment of the activation condition, Multiple characters may be set as reference objects, but the character involved in the establishment of the trigger condition It is recommended to select one character from the characters and set it as the reference object. It is.

[0145] After the destination of the execution object is determined in step S3, the execution object is The object is moved (preferably warped) to the position coordinates determined in step S3. When moving an execution object, the execution object cancels any operations it is currently performing. After moving the execution object, the target object Activate the linked skill of the execution object for the project.

[0146] When the linkage skill of the execution object is activated in step S4, the trigger object It is preferable that the activities of other friendly characters such as the player character and the teammate are not restricted. After activation, the execution object will remain at the location where the linked skill was activated and will not be involved in the battle. It is preferable that the trigger object continues the action that is being performed by the execution object. Before and after the activation of the cooperation skill, you may be forced to move or stop your activities. It is preferable for a military force to be able to continue combat operations in its current location without having to undergo any major changes.

[0147] In the game system 10 of this embodiment, the cooperation skill of one character is shown in FIG. As explained in this embodiment, the cooperation skill is activated by other characters. The action and / or state of the other character can be used as a trigger. By activating this rule, the character will cooperate with other characters in the same group. In other words, the game system 10 can activate a cooperation skill to fight an opponent. This creates an opportunity for characters to fight together, which results in a positive impact on gameplay. It can improve the interest of Y3.

[0148] In addition, in the game system 10, the character operated by the player 3 can monitor the activities of the companion characters. Not only can you use your cooperative skills, but your companions can also use their By taking advantage of these activities, we can exercise our collaborative skills. By doing so, it is possible to increase the interest of player 3 and improve the game strategy. It can improve sexuality.

[0149] In addition, in the game system 10, the flow regarding the cooperation skill as shown in FIG. 9A is as follows: It is possible to execute it consecutively, and when one character activates a combo skill, the other character activates a combo skill. This character can use cooperative skills with other characters in the same group. In other words, the activation of a cooperation skill of one character may cause the other character to The activation conditions set in the skill list may be met. This will increase the interest of Layer 3 and improve the strategic nature of the game. It can be improved.

[0150] The flow for activating a cooperation skill is not limited to the flow shown in FIG. 9A. For example, a cooperation skill may be activated according to a flow as shown in FIG. 9B. When the processing by the user operation reception unit 234, the performance display unit 235, and the bonus granting unit 236 is included The flow is shown.

[0151] Step S1 shown in the flowchart of FIG. 9B is the same as that shown in the flowchart of FIG. 9A. In the flow shown in FIG. 9B, after step S1, the player 3 is given the cooperation of an ally character. Notify player 3 that the skill can be activated and decide whether to allow the activation of a linked skill (Step S2) If the player 3 allows the activation of the cooperation skill, The process proceeds to step S3. If there are multiple candidate characters capable of activating a cooperative skill, In this case, in step S2, the player 3 is asked to select a character with a cooperation skill from among a plurality of candidate characters. The player may be allowed to select an ally character to activate the attack.

[0152] Step S3 shown in FIG. 9B corresponds to step S2 in FIG. 9A. Then, based on the selection of the player 3 in step S2, the execution object, the trigger Identify the object and the target object.

[0153] After the execution object is specified, in step S4a, the position to which the execution object is to be moved is determined. This step S4a corresponds to step S3 in FIG. 9A. In step S4b of FIG. 9B, the same process as step S3 is executed. In step S4b, the execution object's cooperation skills are evaluated. The effect shown on the player terminal 30 is displayed. During this time, in step S4a, the game image in which the execution object has moved to the position coordinates is displayed. A game screen is generated that includes the surface or the destination of the execution object within the angle of view.

[0154] After the effect displayed on the player terminal 30 in step S4b is finished, The screen is switched to the game screen generated in step S4a, and the process proceeds to step S5. Step S5 of B corresponds to step S4 shown in FIG. 9A. Next, in step S6, the process of activating the cooperation skill of the object is executed. The content of the reward is not particularly limited. For example, even if you give a special benefit to your teammate that gives them an advantage in the ongoing game, good.

[0155] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment. However, various modifications can be made without departing from the spirit and scope of the present invention.

[0156] For example, in the above-described embodiment, each player 3 controls a character and an NPC We have shown an example of forming a group consisting of a person and a person playing a game, but cooperation skills cannot be applied. The group organization is not limited to the example of this embodiment. For example, A player may team up with other players to form a group. The system relating to the cooperation skills shown in this embodiment may be applied to the above games.

[0157] In the above embodiment, the program stored in the server 20 is related to the game. The case where information processing is executed has been described. The program may be configured to execute information processing related to the game on the player terminal 30. stomach.

[0158] The present invention has the following configuration. (Item 1) Among the predetermined objects that exist in the virtual space of the game and belong to a predetermined group, An object identification unit that identifies an execution object capable of activating a coordination skill; a placement modification unit that determines a destination position of the execution object; The execution object is moved to the position determined by the position change unit, and the linked skill is A cooperation skill execution unit that activates a cooperation skill; The object identification unit is configured to identify a row of at least one object existing in the virtual space. The action and / or state of the object is at least one of the activation conditions set for each of the predetermined objects. and detecting that at least one of the predetermined objects satisfies the activation condition. identifying at least one predetermined object as the execution object; The position change unit changes the position based on an object related to the establishment of the activation condition. Decision making, information processing system. (Item 2) The trigger object is one of the predetermined objects excluding the execution object, a predetermined object related to the establishment of the activation condition, The enemy object is an object that exists in the virtual space and belongs to the predetermined group. object that does not The cooperation skill execution unit is set as an attack target of the trigger object. An enemy object, or the enemy object to which the state is given from the trigger object. The cooperation skill of the execution object is applied to the target object. The information processing system according to item 1, wherein the control signal is activated for an object. (Item 3) The predetermined object belonging to the predetermined group includes an operation object operated by one player. object and trigger object, The trigger object is one of the predetermined objects excluding the execution object. , a predetermined object related to the establishment of the activation condition, In the first mode, the predetermined object other than the operation object is assigned to the execution object. A mode in which a process related to the cooperation skill is executed as an action, In the second mode, the operation object is used as the execution object, and the operation object is A mode for executing a process related to the cooperation skill of the project, 2. The information processing apparatus according to claim 1, wherein both the first mode and the second mode are executable. system. (Item 4) When the execution object activates the cooperation skill, the trigger object The activity is not restricted, and even after the activation of the link skill, the trigger object 4. The information processing system according to item 2 or 3, which continues the activity in the virtual space. (Item 5) The execution object remains at the position where the cooperation skill is activated and performs the in-game activity. 4. The information processing system according to any one of items 1 to 3, (Item 6) The execution object is active in the virtual space before activating the cooperation skill. 4. The information processing system according to any one of items 1 to 3, existing in a state. (Item 7) When the execution object activates the cooperation skill, Any of items 1 to 3, in which the cooperation skill of the other predetermined object can be activated. The information processing system according to any one of claims 1 to 5. (Item 8) When the execution object is moved to the position determined by the placement change unit, an effect display unit for displaying an effect relating to the cooperation skill of the row object on a player terminal; 4. The information processing system according to any one of items 1 to 3, further comprising: (Item 9) a player operation receiving unit that receives an operation from a player related to the activation of the cooperation skill; 4. The information processing system according to any one of items 1 to 3, further comprising: (Item 10) A bonus granting unit that grants a bonus associated with the activation of the cooperation skill. 13. An information processing system according to any one of the preceding claims. (Item 11) Among the predetermined objects that exist in the virtual space of the game and belong to a predetermined group, An object identification unit that identifies an execution object capable of activating a coordination skill; a placement modification unit that determines a destination position of the execution object; The execution object is moved to the position determined by the position change unit, and the linked skill is A cooperation skill execution unit that activates a cooperation skill; The object identification unit is configured to identify a row of at least one object existing in the virtual space. The action and / or state of the object is at least one of the activation conditions set for each of the predetermined objects. and detecting that at least one of the predetermined objects satisfies the activation condition. identifying at least one predetermined object as the execution object; The position change unit changes the position based on an object related to the establishment of the activation condition. An information processing device that determines (Item 12) On the computer, Among the specified objects that exist in the virtual space of the game and belong to a specified group Then, an object identification process for identifying an execution object capable of activating a coordination skill; a relocation process for determining a destination position of the execution object; The execution object is moved to the position determined by the placement change unit, and the linking step is A coordinated skill execution process that activates a kill; and an information processing program that executes the coordinated skill execution process. The object identification process is a process of identifying at least one object existing in the virtual space. The action and / or state satisfies one of the trigger conditions set for each of the predetermined objects. and detecting that at least one of the predetermined objects satisfies the activation condition. and identifying at least one of the predetermined objects as the execution object. Including, The position change process is performed by changing the position of the object related to the establishment of the activation condition based on the object. An information processing program comprising a process for determining (Item 13) The computer Among the specified objects that exist in the virtual space of the game and belong to a specified group Then, an object identification process for identifying an execution object capable of activating a coordination skill; a relocation process for determining a destination position of the execution object; The execution object is moved to the position determined by the placement change unit, and the linking step is A coordinated skill execution process for initiating a kill; and an information processing method for executing the coordinated skill execution process. The object identification process is a process of identifying at least one object existing in the virtual space. The action and / or state satisfies one of the trigger conditions set for each of the predetermined objects. and detecting that at least one of the predetermined objects satisfies the activation condition. and identifying at least one of the predetermined objects as the execution object. Including, The position change process is performed by changing the position of the object related to the establishment of the activation condition based on the object. 23. An information processing method comprising the step of determining [Explanation of symbols]

[0159] 1 … Business operator 3 … Player 10. Game System 20 ... Server (information processing device) 21 … Processor 22 … Memory 23… Storage 24 … Transmitter / receiver 25 … Input / output section 30 … Player terminal 31 ... Control section 32 … Display section 200 ... Control section 201 ... Game processing section 202 ... Game screen generation section 203 … Collaboration skill related information processing section 231 ... Object Identification Section 232 … Placement change section 233 … Collaborative Skills Execution Department 234 ... Player operation reception unit 235 … Performance display section 236 … Benefits Granting Department 220 … Storage section 221 ... Game information storage unit 222 ... Player information storage unit

Claims

1. Among the predetermined objects that exist in the virtual space of the game and belong to a predetermined group, An object identification unit that identifies an execution object capable of activating a coordination skill; a placement modification unit that determines a destination position of the execution object; The execution object is moved to the position determined by the position change unit, and the linked skill is A cooperation skill execution unit that activates a cooperation skill; The object identification unit is configured to identify a row of at least one object existing in the virtual space. The action and / or state of the object is at least one of the activation conditions set for each of the predetermined objects. and detecting that at least one of the predetermined objects satisfies the activation condition. identifying at least one predetermined object as the execution object; The position change unit changes the position based on an object related to the establishment of the activation condition. Decision making, information processing system.

2. The trigger object is one of the predetermined objects excluding the execution object, a predetermined object related to the establishment of the activation condition, The enemy object is an object that exists in the virtual space and belongs to the predetermined group. object that does not The cooperation skill execution unit is set as an attack target of the trigger object. An enemy object, or the enemy object to which the state is given from the trigger object. The cooperation skill of the execution object is applied to the target object. The information processing system according to claim 1 , wherein the action is triggered on an elephant object.

3. The predetermined object belonging to the predetermined group includes an operation object operated by one player. object and trigger object, The trigger object is one of the predetermined objects excluding the execution object. , a predetermined object related to the establishment of the activation condition, In the first mode, the predetermined object other than the operation object is set as the execution object. A mode in which a process related to the cooperation skill is executed as an action, In the second mode, the operation object is set as the execution object, and the operation object is A mode for executing a process related to the cooperation skill of the project, 2. The information processing method according to claim 1, wherein both the first mode and the second mode are executable. Management system.

4. When the execution object activates the cooperation skill, the trigger object The activity is not restricted, and even after the activation of the link skill, the trigger object 4. The information processing system according to claim 2, further comprising: a controller for controlling a user to perform an activity in the virtual space.

5. The execution object remains at the position where the cooperation skill is activated and performs the in-game activity. The information processing system according to any one of claims 1 to 3, further comprising:

6. The execution object is active in the virtual space before activating the cooperation skill.

4. The information processing system according to claim 1, which exists in a state.

7. When the execution object activates the cooperation skill, Any one of claims 1 to 3, wherein the cooperation skill of the other predetermined object can be activated.

13. The information processing system according to claim 12,

8. When the execution object is moved to the position determined by the placement change unit, an effect display unit for displaying an effect relating to the cooperation skill of the row object on a player terminal; The information processing system according to any one of claims 1 to 3, further comprising:

9. a player operation receiving unit that receives an operation from a player related to the activation of the cooperation skill; 4. The information processing system according to claim 1, further comprising:

10. and a bonus granting unit that grants a bonus associated with activation of the cooperation skill.

13. An information processing system according to any one of the preceding claims.

11. Among the predetermined objects that exist in the virtual space of the game and belong to a predetermined group, An object identification unit that identifies an execution object capable of activating a coordination skill; a placement modification unit that determines a destination position of the execution object; The execution object is moved to the position determined by the position change unit, and the linked skill is A cooperation skill execution unit that activates a cooperation skill; The object identification unit is configured to identify a row of at least one object existing in the virtual space. The action and / or state of the object is at least one of the activation conditions set for each of the predetermined objects. and detecting that at least one of the predetermined objects satisfies the activation condition. identifying at least one predetermined object as the execution object; The position change unit changes the position based on an object related to the establishment of the activation condition. An information processing device that determines

12. On the computer, Among the specified objects that exist in the virtual space of the game and belong to a specified group Then, an object identification process for identifying an execution object capable of activating a coordination skill; a relocation process for determining a destination position of the execution object; The execution object is moved to the position determined by the placement change unit, and the linking step is A coordinated skill execution process that activates a kill; and an information processing program that executes the coordinated skill execution process. The object identification process is a process of identifying at least one object existing in the virtual space. The action and / or state satisfies at least one of the activation conditions set for each of the predetermined objects. and detecting whether or not at least one of the predetermined objects satisfies the activation condition. and identifying at least one of the predetermined objects as the execution object. Including, The position change process is performed by changing the position of the object related to the establishment of the activation condition based on the object. An information processing program comprising a process for determining

13. The computer Among the specified objects that exist in the virtual space of the game and belong to a specified group Then, an object identification process for identifying an execution object capable of activating a coordination skill; a relocation process for determining a destination position of the execution object; The execution object is moved to the position determined by the placement change unit, and the linking step is A coordinated skill execution process for initiating a kill; and an information processing method for executing the coordinated skill execution process. The object identification process is a process of identifying at least one object existing in the virtual space. The action and / or state satisfies at least one of the activation conditions set for each of the predetermined objects. and detecting whether or not at least one of the predetermined objects satisfies the activation condition. and identifying at least one of the predetermined objects as the execution object. Including, The position change process is performed by changing the position of the object related to the establishment of the activation condition based on the object.

23. An information processing method comprising the step of determining

Citation Information

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