Information processing program, information processing method, and information processing device
The information processing program and device allow players to choose a second action different from the first action during the first period in games, addressing the limitation of only performing the initially selected action, and enhancing gameplay flexibility and tactical options.
Patent Information
- Application Number
- JP2023150586
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-15
- Publication Date
- 2025-03-28
AI Technical Summary
In games where players perform counter actions in response to opponent actions, players are limited to only performing the initially selected action during the first period, preventing them from choosing a different second action unless the first period has passed.
An information processing program and device that allow players to execute a second action different from the first action during the first period by accepting a second operation from the player, enabling flexibility in action selection.
Enables players to select a second action that is different from the first action even during the first period, providing increased tactical options and flexibility in gameplay.
Smart Images

Figure 2025043200000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to an information processing program, an information processing method, and an information processing device. [Background technology]
[0002] In games where a player character takes damage when attacked by an opponent, the player character may execute an action triggered by the action of the opponent character. For example, in a battle between characters, a counter attack is known as a type of attack against the opponent, where a counterattack is made in response to the opponent's attack.
[0003] As an example of such a game, Patent Document 1 discloses a technique for making a player character execute a counter action when the player performs an operation at the right timing against an attack by an opponent character. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2007-244740 A Summary of the Invention [Problem to be solved by the invention]
[0005] In the above-mentioned games, when the player performs a first operation to make the first action executable, a first period during which the execution of the first action is accepted is started. For example, in a game in which a counter action can be executed as described in Patent Document 1, when the player performs a first operation to make the counter action executable, a first period during which the counter action is accepted is started. If the player character is attacked by an opponent character during the first period, the player character executes a counter.
[0006] However, for example, if the player wanted to execute a second action different from the first action during the first period, even if it was determined that the first action would not be successful, actions other than the first action were not accepted during the first period. Therefore, after performing the first operation, there was a disadvantage in that the player could not select a second action different from the first action until at least the first period had passed.
[0007] The present disclosure aims to provide an information processing program, an information processing method, and an information processing device that enable a player to select a second action that is different from a first action even during a first period in which the first action is executable. [Means for solving the problem]
[0008] The information processing program of the first aspect causes a computer to execute a process of starting a first period in response to a first operation by a player, during which a first action of the player character can be executed in response to an action of an opponent character, and accepting a second operation by the player during the first period to cause the player character to execute a second action different from the first action.
[0009] The information processing program of the second aspect is the information processing program of the first aspect, in which, after the end of the first period, if the second action is not performed, the player character will be affected by the actions of the opponent character.
[0010] An information processing program of a third aspect causes a computer to execute processing in which the first operation and the second operation are the same operation in the information processing program of the first or second aspect.
[0011] An information processing program of a fourth aspect is the information processing program of the third aspect, which causes a computer to execute a process of starting a second period in which the second operation is accepted after the start of the first period, and executing the second action when a second operation by the player is accepted during the second period.
[0012] An information processing program of a fifth aspect is the information processing program of any one of the first to fourth aspects, wherein the second action is an action that is more disadvantageous to the player than the first action.
[0013] An information processing program of a sixth aspect is the information processing program of the fourth aspect, which causes a computer to execute processing to start a third period after the second period ends, and to transition to the first period when the first operation is received by the player during the third period.
[0014] An information processing program of a seventh aspect is an information processing program of any one of the first to sixth aspects, which causes a computer to execute a process to transition to the first period when the first operation is accepted by the player after completion of the first action.
[0015] An information processing program of the eighth aspect is an information processing program of the seventh aspect that causes a computer to execute a process for changing the effect of the first action so that the shorter the time between accepting the first operation and being attacked by the opponent character, the more advantageous it is for the player character compared to when the time is longer.
[0016] In a ninth aspect of the information processing method, a computer executes a process to start a first period in response to a first operation by a player, during which a first action of the player character, which is to be executed in response to an action of an opponent character, can be executed, and to accept a second operation by the player during the first period, for causing the player character to execute a second action different from the first action.
[0017] An information processing device of a tenth aspect includes a processor, which starts a first period in response to a first operation by a player, during which a first action of the player character can be executed in response to an action of an opponent character, and accepts a second operation by the player to cause the player character to execute a second action different from the first action during the first period. Effect of the Invention
[0018] According to the present disclosure, it is possible to provide an information processing program, an information processing method, and an information processing device that enable a player to select a second action that is different from a first action even during a first period in which a first action is made executable. [Brief description of the drawings]
[0019] [Figure 1] FIG. 2 is a block diagram showing an example of a hardware configuration of an information processing device. [Diagram 2] FIG. 13 is a diagram for explaining a counter standby action. [Diagram 3] FIG. 2 is a block diagram showing an example of a functional configuration of an information processing device. [Figure 4] FIG. 13 is a diagram for explaining a period during which re-input is possible; [Diagram 5] FIG. 13 is a diagram for explaining a counter action. [Figure 6] FIG. 13 is a diagram for explaining an avoidance action. [Figure 7] FIG. 13 is a diagram showing an example of a display mode. [Figure 8] 13 is a flowchart illustrating an example of a period control process. [Figure 9] 13 is a flowchart illustrating an example of an action execution process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0020] Hereinafter, examples of embodiments for carrying out the technology of the present disclosure will be described in detail with reference to the drawings.
[0021] First, a hardware configuration of an information processing device 10 according to the present embodiment will be described with reference to Fig. 1. The information processing device 10 is, for example, a home game machine, a portable game machine, an arcade game machine, a smartphone, a tablet terminal, a personal computer, or the like. In the present embodiment, as an example, a home game machine will be described as the information processing device 10. The information processing device 10 is an example of a computer.
[0022] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, an external I / F (Interface) 15, a communication I / F 16, and an input I / F 17. The CPU 11, the ROM 12, the RAM 13, the storage 14, the external I / F 15, the communication I / F 16, and the input I / F 17 are each connected to each other via a bus 20 so as to be able to communicate with each other.
[0023] The CPU 11 is a central processing unit that executes various programs and controls each part. The CPU 11 is an example of a processor. The ROM 12 stores various programs and various data. The RAM 13 temporarily stores programs or data as a working area. The storage 14 is composed of a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and various data.
[0024] The external I / F 15 is an interface for connecting various external devices to the information processing device 10. In this embodiment, a recording medium 22, a speaker 23, and a display 24 are connected to the external I / F 15.
[0025] The recording medium 22 may be a compact disk read only memory (CD-ROM), a digital versatile disk read only memory (DVD-ROM), a universal serial bus (USB) memory, an SD memory card, or the like. The recording medium 22 stores an information processing program 30 for executing a predetermined game on the information processing device 10. The CPU 11 reads out the information processing program 30 from the recording medium 22 via the external I / F 15, and executes the information processing program 30 using the RAM 13 as a working area. Note that the information processing program 30 is not limited to being stored in the recording medium 22, and may be stored in advance in the storage 14, or may be downloadable to the information processing device 10 via the communication I / F 16.
[0026] The speaker 23 outputs various sounds. The speaker 23 may be integrated with the information processing device 10, or may be integrated with the display 24. The display 24 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display, and displays various information. The display 24 may be integrated with a touch panel. Also, the display 24 may be integrated with the information processing device 10.
[0027] The communication I / F 16 is an interface for connecting the information processing device 10 to a network. For example, the communication I / F 16 uses a wired communication standard such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).
[0028] The input I / F 17 is an interface for connecting the input device 25 to the information processing device 10. The input device 25 is a controller having operation buttons and directional keys, a mouse, a keyboard, etc., and is used for various inputs. A user operates the game using the input device 25. Operation information indicating the contents of the input operation performed by the user using the input device 25 is stored in the RAM 13. The input device 25 may be integrated with the information processing device 10. Also, the input device 25 may be detachable from the information processing device 10. Also, the number of the input devices 25 may be one or more. Also, the input device 25 may be a touch panel integrated with the display 24.
[0029] The information processing device 10 of the present embodiment provides a game in which a player character operated by a player, who is a user of the information processing device 10, in a virtual space in the game fights an enemy character not operated by the player. In this game, an enemy character that is an opponent in battle is placed on the path along which the player character advances. The enemy character that is an opponent in battle may be a so-called NPC (Non Player Character) that is not operated by the player, or may be a character operated by a player other than the player who operates the player character, or may be a combination of the character and an NPC. In the present embodiment, when the player character and the enemy character that is an opponent in battle are collectively referred to without distinction, they are referred to as "characters." Note that the characters are humans, animals, robots, machines, or imaginary creatures that appear in the game, and the type is not limited. Note that the enemy character in the present embodiment is an example of an opponent character in the present disclosure.
[0030] The information processing device 10 of this embodiment starts a first period in response to a first operation by the player, during which the player character is able to execute a first action triggered by an action of an enemy character, and accepts a second operation by the player to cause the player character to execute a second action different from the first action during the first period.
[0031] As described above, the first action is an action that the player character executes in response to an action of an enemy character, and during the first period, the player character faces the enemy character in order to wait for the execution of the first action. An example of the first action is a counter action. In this embodiment, a case where the first action is a counter action will be described. A "counter" is an attack on an enemy character in response to an action of the enemy character, and is also called a counter attack, counter attack, and parry. A "counter action" is an action that the player character executes to counter.
[0032] In this embodiment, the second action is an action that puts the player at a disadvantage compared to the first action. Examples of the second action include an evasion action and a defense action. In this embodiment, a case where the second action is an evasion action will be described. "Evading" refers to dodging and avoiding an attack on an enemy character. Also, an "evasion action" refers to an action taken by the player character to perform the evasion.
[0033] Examples of combinations of first and second actions include the following: When the first action is an attack action that executes an arbitrary attack against an enemy character, and the second action is an evasion action. Also, when the first action is an attack action, and the second action is a defensive action that guards against an enemy character's action. When the first action is an evasion action, and the second action is a defensive action. When the first action is an evasion action that includes an invincible period, which will be described in detail below, and the second action is an evasion action that does not include an invincible period. When the first action is a defensive action that is executed without the player character becoming rigid, and the second action is a defensive action that is executed while the player character is in a rigid state. When the first action is a defensive action that is executed with the player character's status improved, and the second action is a defensive action that is executed with the player character's status unchanged.
[0034] In the information processing device 10 of the present embodiment, in a counter standby action performed by a player character, during a counter establishment period that is started in response to a first operation, the player character executes a counter action triggered by an action of an enemy character. In addition, in the counter standby action, if a second operation is accepted during the counter establishment period, the player character is made to execute an evasion action. As shown in FIG. 2, the counter standby action includes a counter establishment period, an evasion acceptance period, and a re-input possible period. Note that in FIG. 2, the further to the right from the time of input of the first operation, the more time has passed. Thus, in the present embodiment, a case will be described in which the counter action is an example of the first action of the present disclosure, the evasion action is an example of the second action of the present disclosure, the counter establishment period is an example of the first period of the present disclosure, the evasion acceptance period is an example of the second period of the present disclosure, and the re-input possible period is an example of the third period of the present disclosure.
[0035] When the information processing device 10 accepts the first operation, it starts a counter establishment period. The counter establishment period is a period during which the player character executes a counter action in response to an attack by an enemy character. Therefore, during the counter establishment period, the player character does not receive damage from an attack by an enemy character, or the damage from an attack by an enemy character is extremely small compared to when a counter action is not performed.
[0036] During the counter established period, even if the first operation is performed, the counter established period will not be started again. In other words, the first operation is not accepted during the counter established period.
[0037] Also, as shown in FIG. 2, the information processing device 10 starts an avoidance acceptance period as a second period during the counter establishment period. Therefore, the avoidance acceptance period includes a period overlapping with the counter establishment period. Also, the avoidance acceptance period continues even after the counter establishment period ends. In other words, the avoidance acceptance period ends after the counter establishment period ends. The avoidance acceptance period is a period during which the player character executes an avoidance action when the reception unit 40 accepts a second operation. When the second operation is accepted during the period during which the counter establishment period and the avoidance acceptance period overlap, an avoidance action is executed instead of a counter standby action. If the player character does not execute an avoidance action after the counter establishment period ends without executing a counter action, the player character will be affected by the action of the enemy character. Therefore, in this embodiment, during the avoidance acceptance period after the end of the counter establishment period, if the player character does not execute an avoidance action, the player character will receive damage from an attack by the enemy character. Note that, during the avoidance acceptance period of this embodiment, an avoidance action is executed every time the second operation is executed. For example, if the player repeatedly presses the second operation button, a repeated evasive action is executed.
[0038] Note that, from the start of the counter establishment period to the start of the avoidance acceptable period, even if the second operation is performed, the avoidance action is not executed. In other words, from the start of the counter establishment period to the start of the avoidance acceptable period, the second operation is not accepted.
[0039] 2, the information processing device 10 starts a re-input allowable period as a third period after the end of the avoidance acceptance period. The re-input allowable period is a period that transitions to a counter establishment period if the acceptance unit 40 accepts a first operation by the player during the period. In other words, if the first operation is accepted during the re-input allowable period, the player character can be caused to perform counter actions consecutively.
[0040] The lengths of the counter establishment period, the evasion acceptance period, the re-input period, the period from the start of the counter establishment period to the start of the evasion acceptance period, and the period during which the counter establishment period and the evasion acceptance period overlap are not limited. For example, they may be variable depending on the conditions of the enemy character and the player character. Examples of conditions in this case include the strength of the enemy character and the type of equipment of the player character.
[0041] Next, a functional configuration of the information processing device 10 will be described with reference to Fig. 3. As shown in Fig. 3, the information processing device 10 includes a reception unit 40, a setting unit 42, and an execution unit 44. The CPU 11 executes the information processing program 30 to function as the reception unit 40, the setting unit 42, and the execution unit 44.
[0042] The reception unit 40 receives a first operation by the player for causing the player character to execute a counter action. The reception unit 40 also receives a second operation by the player for causing the player character to execute a second action. As an example, in this embodiment, the first operation and the second operation are the same operation. For example, the first operation and the second operation may be pressing the same button on the input device 25.
[0043] The setting unit 42 starts a counter establishment period, which is a first period during which a counter action can be executed, in response to a first operation by the player. Furthermore, the setting unit 42 ends the counter establishment period when a predetermined time has elapsed after the start of the counter establishment period.
[0044] In addition, the setting unit 42 starts a avoidance acceptance period, which is a second period in which the second operation is accepted, after the start of the counter establishment period. Furthermore, the setting unit 42 ends the avoidance acceptance period when a predetermined time has elapsed after the start of the avoidance acceptance period.
[0045] Furthermore, the setting unit 42 of this embodiment starts a re-input possible period as a third period after the end of the avoidance acceptance period. Furthermore, as shown in FIG. 4, if the acceptance unit 40 accepts the first operation during the re-input possible period, the setting unit 42 ends the re-input possible period and transitions to a counter establishment period. In this case, the counter standby action is executed again, and counter actions can be performed consecutively. Note that if the acceptance unit 40 does not accept the first operation during the re-input possible period, the setting unit 42 ends the re-input possible period when a predetermined time has elapsed since the start of the re-input possible period.
[0046] The execution unit 44 executes a counter action as a first action in response to an action of the enemy character during the counter establishment period. As an example, in the present embodiment, as shown in FIG. 5, when the execution unit 44 is attacked by the enemy character during the counter establishment period, the player character executes a counter action. As shown in FIG. 5, the counter action in this embodiment includes an invincible period during which the player character is not damaged by the attack of the enemy character. This allows the player character to counter the enemy character without being affected by the attack of the enemy character. The manner of the effect of the counter of the player character on the enemy character is not limited. For example, the effect of the counter of the player character on the enemy character may be varied depending on the time from the start of the counter establishment period to the time of being attacked by the enemy character, the strength of the enemy character, the type of attack of the enemy character, the equipment of the player character, and the like. For example, the effect of the counter action on the enemy character may be changed so that the shorter the time from accepting the first operation to being attacked by the enemy character, the more advantageous it is for the player character compared to the case where the time is long. An example of this case is that the shorter the time from accepting the first operation to being attacked by the enemy character, the greater the damage inflicted on the enemy character.
[0047] For example, if the enemy character is weak, the player character may counter the enemy character without receiving damage from the attack that triggered the counter action, and may also be able to flinch the enemy character. For example, if the enemy character is strong, even if the player character counters the enemy character, the enemy character may continue its action but may not receive damage from the attack that triggered the counter action.
[0048] In this embodiment, as shown in Fig. 5, if the reception unit 40 receives the first operation again after the invincible period has elapsed while the execution unit 44 is executing a counter action, the execution unit 44 completes the counter action. Also, the setting unit 42 transitions to a counter establishment period. In this way, if the counter is successful, the counter action can be performed consecutively.
[0049] In addition, as shown in FIG. 6, when the receiving unit 40 receives the second operation during the evasion receiving period, the execution unit 44 executes an evasion action as the second action. As shown in FIG. 6, the evasion action of this embodiment includes an invincible period during which the player character is not damaged by the attack of the enemy character. This allows the player character to avoid the attack of the enemy character without being affected by the attack of the enemy character. As shown in FIG. 5 and FIG. 6, the invincible period in the evasion action is longer than the invincible period in the counter action. Note that there is no limitation on how the player character avoids the attack of the enemy character. For example, the distance to escape from the enemy character may be changed depending on the strength of the enemy character, the type of attack of the enemy character, and the equipment of the player character.
[0050] During the evasion acceptance period, as described above, the evasion action can be repeatedly performed. That is, during the evasion acceptance period, the execution unit 44 repeatedly executes the evasion action in response to the second operations consecutively accepted by the acceptance unit 40. In this manner, in the information processing device 10 of the present embodiment, if the player character fails in the counter action, the failure can be recovered from by the evasion action. In particular, in the present embodiment, since the first operation and the second operation are the same operation of pressing the same button, if the player repeatedly presses the button for the first operation, the failure can be recovered from by the evasion action even if the counter action fails.
[0051] In addition, in this embodiment, by executing an evasion action in response to the second operation during the period in which the counter establishment period and the evasion acceptable period overlap, the counter action is not executed. Therefore, during the period in which the counter establishment period and the evasion acceptable period overlap, the player must choose whether to aim for a counter or to safely avoid the enemy character's attack by evading, and the number of options increases, resulting in tactical aspects.
[0052] Furthermore, the execution unit 44 of this embodiment controls the display of various information on the display 24. In particular, the execution unit 44 performs display according to the action performed by the player character.
[0053] FIG. 7 shows an example of a display mode that the execution unit 44 displays on the display 24. FIG. 7 shows an example in which there is one player character C1 and one enemy character N1. The execution unit 44 displays the player character C1 in a mode corresponding to the action performed by the player character C1. The execution unit 44 also displays a gauge representing the vitality of the player character C1 in a display area 62 below the player character C1. When the gauge displayed in the display area 62 becomes empty (the vitality becomes 0), the player character C1 is in a dead state. The execution unit 44 also displays the enemy character N1 in a mode corresponding to the action performed by the enemy character N1. The execution unit 44 also displays a gauge representing the vitality of the enemy character N1 in a display area 66 above the enemy character N1. When the gauge displayed in the display area 66 becomes empty (the vitality becomes 0), the enemy character N1 is in a dead state.
[0054] Next, the operation of the information processing device 10 will be described with reference to Fig. 8 and Fig. 9. The CPU 11 executes the information processing program 30, whereby a period control process shown in Fig. 8 and an action execution process shown in Fig. 9 are executed.
[0055] First, the period control process shown in Fig. 8 will be described. In the period control process, the setting unit 42 controls the counter establishment period, the avoidance acceptance period, and the re-input possible period. As an example, the period control process of the present embodiment is executed when the acceptance unit 40 accepts the first operation.
[0056] In step S100 of Fig. 8, the setting unit 42 starts the counter establishment period as described above. In the next step S102, the setting unit 42 determines whether or not the counter has been established, that is, whether or not the player character has performed a counter action. If the counter has been established, the determination in step S102 is positive, and the period control process shown in Fig. 8 is terminated. On the other hand, if the counter has not been established, the determination in step S102 is negative, and the process proceeds to step S104.
[0057] In the next step S104, the setting unit 42 judges whether or not to start the avoidance acceptance period. Until the timing to start the avoidance acceptance period is reached, the judgment in step S104 is negative, and the process returns to step S102. On the other hand, when the timing to start the avoidance acceptance period is reached, the judgment in step S104 is positive, and the process proceeds to step S106. Then, in step S106, the setting unit 42 starts the avoidance acceptance period.
[0058] In the next step S108, the setting unit 42 determines whether or not the counter is established, similarly to step S102 described above. If the counter is established, the determination in step S108 becomes positive, and the period control process shown in Fig. 8 ends. On the other hand, if the counter is not established, the determination in step S108 becomes negative, and the process proceeds to step S110.
[0059] In the next step S110, the setting unit 42 determines whether or not to end the counter establishment period. Until the timing to end the counter establishment period is reached, the determination in step S110 is negative, and the process returns to step S108. On the other hand, when the timing to end the counter establishment period is reached, the determination in step S110 is positive, and the process proceeds to step S112, where the setting unit 42 ends the counter establishment period.
[0060] In the next step S114, the setting unit 42 judges whether or not to end the avoidance acceptable period. Until the timing to end the avoidance acceptable period is reached, the judgment in step S114 is negative. On the other hand, when the timing to end the avoidance acceptable period is reached, the judgment in step S114 is positive, and the process proceeds to step S116.
[0061] In step S116, the setting unit 42 starts the re-input possible period as described above. In the next step S118, the setting unit 42 determines whether or not the reception unit 40 has received the first operation. If the reception unit 40 has received the first operation, the determination in step S118 is positive, and the process returns to step S100, and the processes in steps S100 to S116 are repeated. On the other hand, if the reception unit 40 has not received the first operation, the determination in step S118 is negative, and the process proceeds to step S120.
[0062] In step S120, the setting unit 42 determines whether or not the re-input period is to end. Until the time to end the re-input period is reached, the determination in step S120 remains negative, and the process returns to step S118. On the other hand, when the time to end the re-input period is reached, the determination in step S120 remains positive, and the period control process shown in Fig. 8 is terminated. In this way, according to the period control process shown in Fig. 8, it is possible to control the start and end of the counter establishment period, the avoidance acceptance period, and the re-input period.
[0063] Next, the action execution process shown in Fig. 9 will be described. In the action execution process, the execution unit 44 causes the player character to execute an action. As an example, the action execution process of this embodiment is executed when the reception unit 40 receives a first operation. In other words, the action execution process of this embodiment is executed when the reception unit 40 starts a counter establishment period.
[0064] In step S200 of FIG. 9, the execution unit 44 judges whether or not the evasion acceptance period has started. If the evasion acceptance period has not started yet, the judgment in step S200 is a negative judgment, and the process proceeds to step S202. In step S202, the execution unit 44 judges whether or not the player character has been attacked by an enemy character. If the player character has not been attacked by an enemy character, the judgment in step S202 is a negative judgment, and the process returns to step S200. On the other hand, if the player character has been attacked by an enemy character, the judgment in step S202 is a positive judgment, and the process proceeds to step S204. In step S204, the execution unit 44 causes the player character to execute a counter action as described above. When the process in step S204 ends, the action execution process shown in FIG. 9 ends. In this way, until the evasion acceptance period starts, the player character executes a counter action when attacked by an enemy character.
[0065] On the other hand, when the avoidance acceptance period starts, the determination in step S200 becomes positive, and the process proceeds to step S206. In step S206, the execution unit 44 determines whether the counter establishment period has ended. Until the counter establishment period has ended, the determination in step S206 becomes negative, and the process proceeds to step S208.
[0066] In step S208, the execution unit 44 judges whether or not the reception unit 40 has received the second operation. If the reception unit 40 has received the second operation, the judgment in step S208 becomes a positive judgment, and the process proceeds to step S210. In step S210, the execution unit 44 causes the player character to execute an evasive action as described above, and then proceeds to step S216. Note that in this embodiment, since it is possible to execute evasive actions consecutively during the evasive action acceptance period, the process proceeds to step S216 after the process in step S210. However, unlike this embodiment, when evasive actions cannot be executed consecutively, in other words, when the evasive action is executed and the evasive action acceptance period ends, when the process in step S210 ends, the action execution process shown in FIG. 9 ends.
[0067] On the other hand, if the reception unit 40 has not received the second operation, the determination in step S208 is negative, and the process proceeds to step S212. In step S212, the execution unit 44 determines whether or not the player character has been attacked by an enemy character. If the player character has not been attacked by an enemy character, the determination in step S212 is negative, and the process returns to step S206. On the other hand, if the player character has been attacked by an enemy character, the determination in step S212 is positive, and the process proceeds to step S214. In step S214, the execution unit 44 causes the player character to execute a counter action, as described above. When the process in step S214 ends, the action execution process shown in FIG. 9 ends. In this way, during the period in which the counter establishment period and the evasion reception period overlap, if the player character is attacked by an enemy character, the evasion action is executed if the reception unit 40 has received the second operation, and the counter action is executed if the reception unit 40 has not received the second operation.
[0068] On the other hand, if the counter establishment period has ended in step S206, the judgment is a positive judgment, and the process proceeds to step S216. In step S216, the execution unit 44 judges whether or not the reception unit 40 has received the second operation. If the reception unit 40 has not received the second operation, the judgment is a negative judgment, and the process proceeds to step S220. In step S220, the execution unit 44 judges whether or not the player character has been attacked by an enemy character. If the player character has not been attacked by an enemy character, the judgment in step S220 is a negative judgment, and the process proceeds to step S224. On the other hand, if the player character has been attacked by an enemy character, the judgment in step S220 is a positive judgment, and the process proceeds to step S222. In step S222, the execution unit 44 performs processing when the player character has received damage due to an attack by an enemy character. In other words, the multiplexer 44 inflicts damage due to an attack by an enemy character on the player character. When the processing in step S222 ends, the action execution processing shown in FIG. 9 ends.
[0069] On the other hand, if the receiving unit 40 receives the second operation in step S216, the determination is affirmative, and the process proceeds to step S218. In step S218, the execution unit 44 causes the player character to execute an evasive action as described above, and then proceeds to step S224. As described above, in this embodiment, since it is possible to execute evasive actions consecutively during the evasive action acceptance period, the process proceeds to step S224 after the process of step S218. However, unlike this embodiment, if the evasive action is executed and the evasive action acceptance period ends, the action execution process shown in FIG. 9 ends when the process of step S218 ends.
[0070] In step S224, the execution unit 44 determines whether or not the evasion acceptance period has ended. Until the evasion acceptance period ends, the determination in step S224 is negative, the process returns to step S216, and the processes in steps S216 to S222 are repeated. In this manner, in the evasion acceptance period after the counter establishment period, when an attack by an enemy character is received, if the second operation is received, an evasion action is executed, and if the second operation is not received, the player character receives damage.
[0071] On the other hand, when the avoidance acceptance period ends, the determination in step S224 becomes positive, and the process proceeds to step S226. As described above, when the avoidance acceptance period ends, it becomes a re-input possible period. In the re-input possible period, when the acceptance unit 40 accepts the first operation, the counter standby action is executed again, and the counter establishment period starts. Therefore, in step S226, the execution unit 44 determines whether or not the counter establishment period has started. If the counter establishment period has started, the determination in step S226 becomes positive, and the process returns to step S200, and the processes in steps S200 to S224 are repeated.
[0072] On the other hand, if the counter establishment period has not started, the determination in step S226 is a negative determination, and the process proceeds to step S228. In step S228, the execution unit 44 determines whether or not the re-input period has ended. Until the re-input period ends, the determination in step S228 is a negative determination, and the process returns to step S226. On the other hand, when the re-input period ends, the determination in step S228 is a positive determination, and the action execution process shown in FIG. 9 ends.
[0073] As described above, the information processing device 10 of this embodiment starts a first period in which a counter action is made executable as a first action of the player character to be executed in response to an action of an enemy character, in response to a first operation of the player. In addition, the information processing device 10 accepts a second operation of the player for causing the player character to execute an evasive action as a second action different from the first action during the first period. In this way, according to the information processing device 10 of this embodiment, even during the first period in which the first action is made executable, it is possible for the player to select a second action different from the first action.
[0074] In particular, when the first action is a counter action as in the above embodiment, it is important to time the second operation, but it is often not easy to time it to coincide with an enemy character's attack. Also, there is a high risk of failing the counter action. In response to this, the information processing device 10 of the above embodiment allows an evasive action to be performed during the execution of a counter standby action, so that recovery from failure can be performed. As a result, the information processing device 10 of the above embodiment allows the player to actively aim for a counter.
[0075] In the above embodiment, the first action of the present disclosure is a counter action, and the second action of the present disclosure is an evasive action. However, the first action and the second action are not limited to these. For example, the first action may be a counter action, and the second action may be a defensive action for defending against an attack from an enemy character. The first action may be an evasive action, and the second action may be a defensive action. Furthermore, the first action may be the above-mentioned evasive action, and the second action may be an evasive action that is different from the above-mentioned evasive action and does not have an invincible period. In this case, the evasive action in the second action is a different type of evasive action from the evasive action that is the first action. In this way, even if the first action and the second action have the same name, the types may be different. At least one of the first action and the second action may be an action called a parry or just guard, which deflects or deflects an enemy attack at just the right timing using equipment such as a shield or a sword. The second action may be an action that is more advantageous than the first action as long as it is different from the first action.
[0076] In addition, in the above embodiment, an enemy character is used as an example of an opponent character of the present disclosure, but the opponent character of the present disclosure is not limited to an enemy character. For example, the opponent character may be an ally of the player character as long as it is an opponent.
[0077] In addition, various processes that the CPU 11 reads and executes software (programs) in the above embodiment may be executed by various processors other than the CPU. In this case, examples of the processor include a PLD (Programmable Logic Device) such as an FPGA (Field-Programmable Gate Array) whose circuit configuration can be changed after manufacture, and a dedicated electric circuit such as an ASIC (Application Specific Integrated Circuit) which is a processor having a circuit configuration designed exclusively for executing a specific process. In addition, the various processes may be executed by one of these various processors, or may be executed by a combination of two or more processors of the same or different types (for example, a plurality of FPGAs, a combination of a CPU and an FPGA, etc.). In addition, the hardware structure of these various processors is, more specifically, an electric circuit that combines circuit elements such as semiconductor elements. [Explanation of symbols]
[0078] 10. Information processing device 11 CPU 30 Information Processing Program 40 Reception 42 Setting section 44 Executive Department
Claims
1. starting a first period in response to a first operation by the player, during which a first action of the player character, which is to be executed in response to an action of the opponent character, is made executable; During the first period, a second operation by the player is accepted for causing the player character to execute a second action different from the first action. An information processing program for causing a computer to execute processing.
2. After the first period ends, if the second action is not taken, the player character will be affected by the actions of the opponent character.
2. The information processing program according to claim 1, for causing a computer to execute the process.
3. The first operation and the second operation are the same operation.
2. The information processing program according to claim 1, for causing a computer to execute the process.
4. starting a second period in which the second operation is accepted after the first period has started; When a second operation by the player is accepted during the second period, the second action is executed.
2. The information processing program according to claim 1, for causing a computer to execute the process.
5. The second action is an action that is more disadvantageous to the player than the first action. The information processing program according to claim 1 .
6. After the second period ends, a third period is started; When the first operation by the player is received during the third period, the transition to the first period is performed.
5. The information processing program according to claim 4, for causing a computer to execute the process.
7. After the first action is completed, if the first operation is received from the player, the transition to the first period is made.
2. The information processing program according to claim 1, for causing a computer to execute the process.
8. The effect of the first action is changed so that the shorter the time from accepting the first operation to receiving an attack from the opponent character, the more advantageous it is for the player character compared to when the time is longer.
2. The information processing program according to claim 1, for causing a computer to execute the process.
9. starting a first period in response to a first operation by the player, during which a first action of the player character, which is to be executed in response to an action of the opponent character, is made executable; During the first period, a second operation by the player is accepted for causing the player character to execute a second action different from the first action. An information processing method in which processing is performed by a computer.
10. a processor, the processor comprising: starting a first period in response to a first operation by the player, during which a first action of the player character, which is to be executed in response to an action of the opponent character, is made executable; During the first period, a second operation by the player is accepted for causing the player character to execute a second action different from the first action. Information processing device.
Citation Information
Patent Citations
Program, information memory medium and game system
JP2007244740A