Game system, server device, and program
The game system addresses the limitations of static battle areas by allowing controlled entry and exit based on conditions, enhancing strategic gameplay and urgency in multiplayer battles.
Patent Information
- Application Number
- JP2025075398
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-30
- Publication Date
- 2025-07-17
AI Technical Summary
Existing battle royale games lack the ability to detach characters from or allow entry into a dedicated battle area, limiting strategic nature and sense of tension in multiplayer battles.
A game system with a boundary area setting unit, action restriction unit, and entrance/exit control unit that allows characters to enter or exit a boundary area based on predetermined conditions, using player inputs or game parameters to enhance strategic gameplay.
Enhances strategic nature and sense of urgency by dynamically controlling character movement and interaction within and outside the boundary area, improving multiplayer battle dynamics.
Smart Images

Figure 2025107309000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system, a server device, and a program.
Background Art
[0002] Conventionally, a battle royale game has been known in which a battle with a specific character can be carried out in a dedicated area where interference from other characters is prevented (see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the above game, it was not possible to detach a character from the dedicated area or allow another character to enter the dedicated area. Therefore, after isolating the opponent in the dedicated area, only battles were carried out, and in order to improve the strategic nature and sense of tension in a game where a plurality of characters battle each other, further improvement was required.
[0005] The present invention has been made in view of the above problems, and an object thereof is to provide a game system, a server device, and a program capable of improving the strategic nature and sense of tension in a game where a plurality of characters battle each other.
Means for Solving the Problems
[0006] (1) The present invention relates to a game system that executes a game in which a plurality of characters fight in a game area, comprising: a boundary area setting unit that sets a boundary area in the game area; an action restriction unit that restricts the departure of a plurality of the characters existing within the boundary area from the boundary area and restricts the entry of the characters existing outside the boundary area into the boundary area; a battle processing unit that advances the battle by a plurality of the characters existing within the same boundary area; and an entrance / exit control unit that controllably changes the characters existing within the boundary area when a predetermined condition is satisfied after the setting of the boundary area. The present invention also relates to a server device including the above units. The present invention also relates to a program for causing a computer to function as the above units. The present invention also relates to a computer-readable information storage medium storing the above program.
[0007] According to the present invention, after setting the boundary area, by controllably changing the characters existing within the boundary area when a predetermined condition is satisfied, it is possible to improve the strategic nature and sense of urgency in a game where a plurality of characters fight.
[0008] (2) Further, in the game system, server device, program, and information storage medium according to the present invention, the entrance / exit control unit may change the characters existing within the boundary area when a specific item is used by a player.
[0009] (3) Further, in the game system, server device, program, and information storage medium according to the present invention, the entrance / exit control unit may make the characters existing outside the boundary area enterable into the boundary area when a predetermined entry condition is satisfied.
[0010] (4) Also, in the game system, server device, program, and information storage medium according to the present invention, when a predetermined departure condition is satisfied, the entrance / exit control unit may set the character existing in the boundary area to a state where it does not exist in the boundary area.
[0011] (5) Also, in the game system, server device, program, and information storage medium according to the present invention, the entrance / exit control unit may target the character designated by the player for change.
[0012] (6) Also, in the game system, server device, program, and information storage medium according to the present invention, the entrance / exit control unit may change the character existing in the boundary area by swapping the character existing in the boundary area with the character existing outside the boundary area.
[0013] (7) Also, in the game system, server device, program, and information storage medium according to the present invention, the entrance / exit control unit may change the character existing in the boundary area based on the parameters of the character.
[0014] (8) Also, in the game system, server device, program, and information storage medium according to the present invention, the entrance / exit control unit may change the character existing in the boundary area based on the combination of the characters.
[0015] (9) Also, in the game system, server device, program, and information storage medium according to the present invention, the boundary area setting unit may set the boundary area in the game area based on the position in the game area designated by the player.
[0016] (10) Also, in the game system, server device, program, and information storage medium according to the present invention, when the player uses player parameters for the position, the boundary area setting unit may determine the ability parameters of the boundary area based on the used player parameters.
[0017] (11) Also, in the game system, server device, program, and information storage medium according to the present invention, the use of the player parameter is the use of an item, and the boundary area setting unit may determine the ability parameter of the boundary area based on at least one of the type, amount, and use timing of the used item.
[0018] (12) Also, in the game system, server device, program, and information storage medium according to the present invention, position parameters are set for each predetermined position in the game area, and the boundary area setting unit may determine the ability parameter of the boundary area based on the position parameter of the position designated by the player.
[0019] (13) Also, in the game system, server device, program, and information storage medium according to the present invention, the ability parameter of the boundary area may be the range of the boundary area.
[0020] (14) Also, in the game system, server device, program, and information storage medium according to the present invention, the ability parameter of the boundary area is the durability of the boundary area, and when a predetermined release condition is satisfied, the boundary area setting unit releases the boundary area, and the higher the durability of the boundary area, the more difficult it is for the release condition to be satisfied.
[0021] (15) Also, in the game system, server device, program, and information storage medium according to the present invention the entrance / exit control unit may change the character existing in the boundary area based on the ability parameter of the boundary area.
[0022] (16) Also, in the game system, server device, program, and information storage medium according to the present invention, the boundary area setting unit may arrange a boundary area object representing the boundary area, and when a predetermined release condition is satisfied by the action of the character existing in the boundary area on the boundary area object, release the boundary area.
[0023] (17) Also, in the game system, server device, program, and information storage medium according to the present invention, when the player designates a position within the game area and uses an item on the position, the boundary area setting unit may set the boundary area, arrange an item object related to the item within the boundary area, and when a predetermined release condition is satisfied by the action of the character existing in the boundary area on the item object, release the boundary area.
[0024] (18) Also, in the game system, server device, program, and information storage medium according to the present invention, the boundary area setting unit may set the boundary area in the game area based on the game status of a plurality of the characters existing in the game area.
[0025] (19) Also, in the game system, server device, program, and information storage medium according to the present invention, the access control unit may change the character existing in the boundary area based on the game status of a plurality of the characters.
Brief Description of Drawings
[0026]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Embodiments for Carrying Out the Invention
[0027] Hereinafter, the present embodiment will be described. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.
[0028] 1. Configuration FIG. 1 shows the game system of the present embodiment. In the present embodiment, it is composed of a plurality of terminals 10 (player terminals) and a server 20 (server device). That is, as shown in FIG. 1, the game system of the present embodiment is configured such that a server 20 that provides a service and terminals 10 (10A, 10B, 10C...) can be connected to a network.
[0029] The server 20 is an information processing device that provides an online game service in response to requests from the terminals 10. The server 20 can be composed of one or more servers (authentication server, matching server, game processing server, communication server, charging server, database server, etc.).
[0030] In the present embodiment, a game is executed on the player's terminal 10, and in the server 20, player account information, game results of the game executed on the terminal 10, game media (characters, items, etc.) available in the game, in-game currency available in the game and other information is managed.
[0031] The terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game console, etc.), a personal computer (PC), or a game device, and is a device that can be connected to the server 20 via a network such as the Internet (WAN) or LAN. Note that the communication line between the terminal 10 and the server 20 may be wired or wireless.
[0032] FIG. 2 shows an example of the functional blocks of the terminal 10 according to the present embodiment. Note that the terminal according to the present embodiment may have a configuration in which some of the components (each part) in FIG. 2 are omitted.
[0033] The input unit 150 is a device for inputting (detecting) input information from the player, and outputs the input information (operation information) of the player to the processing unit 100. The function of the input unit 150 can be realized by input devices such as a touch panel, a touch pad, a mouse, a direction key, a button, and a keyboard.
[0034] The storage unit 170 stores programs and various data for causing each part of the processing unit 100 to function as a computer, and functions as a work area of the processing unit 100, and its function can be realized by a hard disk, a RAM, or the like.
[0035] The display unit 190 outputs the game image generated by the processing unit 100, and its function can be realized by a display such as a touch panel, an LCD, or an HMD (head-mounted display) that also functions as the input unit 150.
[0036] The sound output unit 192 outputs the sound generated by the processing unit 100, and its function can be realized by a speaker or headphones.
[0037] The communication unit 196 performs various controls for communication with the server 20 and other terminals 10, and its function can be realized by hardware such as various processors or communication ASICs, programs, or the like.
[0038] Note that a program and various data for causing a computer to function as each part of the processing unit 100 stored in the information storage medium and the storage unit of the server 20 may be received via a network, and the received program and data may be stored in the storage unit 170. Even when the terminal functions by receiving a program and various data in this way, it is included in the scope of the present invention.
[0039] The processing unit 100 (processor) performs processing such as game progress processing, image generation processing, and sound generation processing based on input information (operation information) from the input unit 150, a program, data received via the communication unit 196, and the like. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), and a program. The processing unit 100 of the terminal 10 includes a boundary area setting unit 110, a behavior restriction unit 112, a battle processing unit 114, an entrance / exit control unit 116, an image generation unit 120, and a sound generation unit 130.
[0040] The boundary area setting unit 110 sets a boundary area in a game area (game space, virtual two-dimensional space, virtual three-dimensional space). The boundary area setting unit 110 may set a boundary area in the game area based on a position within the game area specified by the player. In this case, when the player uses player parameters (for example, items owned by the player, ability values, skills, and items of the player character) with respect to the position, the boundary area setting unit 110 may determine the ability parameters of the boundary area based on at least one of the used player parameters (for example, the type, amount, and use timing of the used player parameters). Also, position parameters for each predetermined position in the game area When the flag is set, the boundary area setting unit 110 may determine the ability parameters of the boundary area based on the position parameters of the position specified by the player. The ability parameters of the boundary area are, for example, the range, durability, attributes, release conditions, entry conditions, departure conditions, etc. described later. In addition, the boundary area setting unit 110 may set a boundary area at a predetermined position in the game area (or a randomly determined position, a position determined based on the game situation) without depending on the player's operation. In this case, the boundary area setting unit 110 may randomly determine the ability parameters of the boundary area, or may determine the ability parameters of the boundary area based on the player parameters of the player (for example, the player's level, the items owned by the player, the ability values and skills of the player character), or may determine the ability parameters of the boundary area based on the game situation.
[0041] In addition, the boundary area setting unit 110 may release the boundary area when a predetermined release condition is satisfied. In this case, the higher the durability of the boundary area, the more difficult it may be to satisfy the release condition of the boundary area. In addition, the boundary area setting unit 110 may release the boundary area assuming that the release condition is satisfied when a predetermined time has elapsed since the boundary area was set, or may release the boundary area assuming that the release condition is satisfied when the characters (enemy characters, player characters) existing in the boundary area are in an incapacitated state (for example, the physical strength value becomes 0). In addition, the boundary area setting unit 110 may place a boundary area object representing the boundary area, and may release the boundary area when the release condition is satisfied by the actions (attacks, use of abilities and items) of the characters existing in the boundary area on the boundary area object. In addition, when the boundary area is set by the player using an item at a specified position, the boundary area setting unit 110 places an item object related to the item in the boundary area, and may release the boundary area when the release condition is satisfied by the actions (attacks, use of abilities and items) of the characters existing in the boundary area on the item object.
[0042] The movement restriction unit 112 restricts the departure of a plurality of characters existing within the boundary area from the boundary area and also restricts the entry of characters existing outside the boundary area into the boundary area.
[0043] The battle processing unit 114 executes a game in which a plurality of characters battle in the game area. The plurality of characters includes a player character and enemy characters (NPCs or characters of other players). The battle processing unit 114 controls the actions (movements) of the player character in the game area based on the player's operations. Also, when the enemy character is an NPC, the battle processing unit 114 controls the actions of the enemy character according to a given algorithm, and when the enemy character is a character of another player, the battle processing unit 114 controls the actions of the enemy character based on the operation information received from the server 20 or the terminal 10 of another player. Further, the battle processing unit 114 advances battles by a plurality of characters existing within the same boundary area and also advances battles by a plurality of characters existing outside the boundary area.
[0044] The access control unit 116 controllably changes the characters existing within the boundary area when a predetermined condition is satisfied after the boundary area is set. Also, the access control unit 116 makes the characters existing outside the boundary area enterable into the boundary area when a predetermined entry condition is satisfied, and makes the characters existing within the boundary area non-existent within the boundary area (makes the characters detachable from the boundary area, deletes the characters) when a predetermined departure condition is satisfied. For example, when a specific item is used by the player, the access control unit 116 may change the characters existing within the boundary area assuming that the entry condition and the departure condition are satisfied. Also, the access control unit 116 designates the characters specified by the player as change targets (targets to be entered, targets to be It may also be used as the target to be removed. Further, the access control unit 116 may change the characters existing in the boundary area by swapping the characters existing in the boundary area with the characters existing outside the boundary area. In this case, the character designated by the player may be swapped, or the character to be swapped may be determined randomly, or the character to be swapped may be determined based on the satisfied predetermined conditions (entry condition, departure condition). Further, the access control unit 116 may change the characters existing in the boundary area based on the parameters of the characters (attributes, ability values, skills), or may change the characters existing in the boundary area based on the combination of characters (for example, the combination of the parameters of the characters), or may change the characters existing in the boundary area based on the ability parameters of the boundary area, or may change the characters existing in the boundary area based on the game situations of a plurality of characters. Note that changing the characters existing in the boundary area includes the case of determining (changing) the entry condition and the departure condition, and the case of automatically causing a character to enter the boundary area or causing a character to leave the boundary area outside the boundary area.
[0045] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image and outputting it to the display unit 190. The image generation unit 120 may generate an image (so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in the object space (game space).
[0046] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, or voices, and outputs them to the sound output unit 192.
[0047] Further, the game system of this embodiment may be configured as a server system. The server system can be constituted by one or more servers (such as an authentication server, a game processing server, a communication server, a billing server, a database server, etc.). In this case, the server system performs the processing of each part of the processing unit 100 based on the operation input (data input to the input unit of the terminal) transmitted from one or more terminals (for example, smartphones, mobile phones, portable game machines, etc.) connected via a network, generates image generation data for generating an image, and transmits the generated image generation data to each terminal. Here, the image generation data is data for displaying the image generated by the method of this embodiment on each terminal, and may be the image data itself or various data (object data, game processing result data, etc.) used by each terminal to generate an image. Further, the game system may be configured such that the processing of each part of the processing unit 100 is executed distributively between the server and the terminal.
[0048] 2. The method of this embodiment Next, the method of this embodiment will be described with reference to the drawings. The game system of this embodiment is configured to execute a game in which a plurality of characters fight in a game area.
[0049] As shown in FIG. 3, the player can set a boundary area BA at a specified position by performing an operation of specifying an arbitrary position within the game area GA. In FIG. 3, among a plurality of characters, the player character controlled based on the player's operation is indicated by "P", and the enemy character that is an NPC is indicated by "E". Here, a boundary area BA including the player character and the enemy character is set, but it is also possible to set a boundary area BA including only a plurality of enemy characters. Further, when the player designates a position within the game area GA and uses an item, ability value (such as MP), or skill of the player character that the player owns (uses player parameters for the designated position), the boundary area BA may be set. The boundary area BA may be a region on a plane or a region having a height (volume).
[0050] Capability parameters are set for the barrier area BA. The capability parameters of the barrier area BA refer to the range of the barrier area BA (area, height, shape, etc.), the attributes of the barrier area BA ("fire" attribute, "water" attribute, etc.), the release conditions (such as durability) described later, the entry conditions, the exit conditions, and so on. The capability parameters of the barrier area BA may be specified by the player at the time of setting the barrier area BA, or may be determined based on the player parameters (type, quantity, usage timing of the player parameters used) used by the player at the time of setting the barrier area BA. For example, when a rare item is used or a large quantity of items are used at the time of setting the barrier area BA, a large (or small) range may be set as the range of the barrier area BA, the durability of the barrier area BA may be increased, or the entry conditions and exit conditions of the barrier area BA may be made stricter. Also, the attribute of the item used at the time of setting the barrier area BA may be set as the attribute of the barrier area BA. Also, at the timing of using an item by specifying a position to set the barrier area BA, if there are few enemy characters (low density of enemy characters) near the specified position, the range of the barrier area BA may be increased, and if there are many enemy characters (high density of enemy characters) near the specified position, the range of the barrier area BA may be decreased. Also, information (position parameters) for determining the capability parameters of the barrier area BA may be set in association with each position in the game area GA, and the capability parameters of the barrier area BA may be determined based on the position parameters corresponding to the position specified at the time of setting the barrier area BA. That is, in the game area GA, there may be positions where a large (or small) range of barrier area BA is set, positions where a barrier area BA with a specific attribute is set, positions where a barrier area BA with high (or low) durability is set, and there may also be positions where the barrier area BA cannot be set.
[0051] When the boundary area BA is set, the departure of characters within the boundary area BA to the outside of the boundary area BA and the entry of characters outside the boundary area BA into the boundary area BA are restricted. That is, a plurality of characters within the boundary area BA fight against each other, and a plurality of characters outside the boundary area BA fight against each other. By setting a boundary area BA within a range that includes only the enemy character and the player character that the player wishes to fight against, the player can concentrate on fighting against the enemy character. Also, by setting a boundary area BA within a range that includes only any plurality of enemy characters, the player can deplete the plurality of enemy characters without using the player character.
[0052] Ability parameters such as the attributes and range of the boundary area BA affect the characters within the boundary area BA. For example, if the range of the boundary area BA is large, the characters within the boundary area BA can move freely, but if the range of the boundary area BA is small, especially large-sized characters cannot move. Therefore, by setting a small-range boundary area BA that includes a large-sized enemy character and the player character, the player can proceed with the battle against the enemy character advantageously. Also, depending on the attributes of the boundary area BA, the actions and abilities of the characters within the boundary area BA may be changed. For example, the movement of a character having an attribute that has a predetermined relationship with the attributes of the boundary area BA among the characters within the boundary area BA may be slowed down (the movement speed and attack frequency are decreased). Therefore, by setting a boundary area BA that includes the enemy character and the player character that the player wishes to fight against and has an attribute that decreases the ability of the enemy character, the player can proceed with the battle against the enemy character advantageously.
[0053] Here, in the present embodiment, after the boundary area BA is set, when a predetermined entry condition is satisfied, a character outside the boundary area BA is allowed to enter the boundary area BA, and a predetermined departure When the departure condition is satisfied, a character within the boundary area BA is made to leave the boundary area BA (alternatively, the character is erased). For example, when a specific item is used by the player, assuming that the entry condition is satisfied, a character specified by the player (a character outside the boundary area BA) may be made to enter the boundary area BA specified by the player. Similarly, when a specific item is used by the player, assuming that the departure condition is satisfied, a character specified by the player (a character within the boundary area BA) may be made to leave the boundary area BA. Further, for example, when a specific item is used by the player, assuming that the entry condition and the departure condition are satisfied, a character specified by the player (a first character within the boundary area BA) is made to leave the boundary area BA, and a character specified by the player (a second character outside the boundary area BA) is made to enter the boundary area (the first character and the second character are swapped). Also, based on the specific item used by the player (the type, quantity, and usage timing of the used item), the character to enter the boundary area BA and the character to leave the boundary area may be determined. For example, a character having an attribute in a predetermined relationship with the attribute of the used item (for example, the same attribute) may be made to enter the boundary area BA or leave the boundary area. Also, the higher the quantity of the used item (or the higher the rarity of the used item), the higher the ability value character may be made to enter the boundary area BA or leave the boundary area. Also, when the quantity of the used item is small, only a character near the boundary of the boundary area BA can be made to leave, and when the quantity of the used item is large, a character near the center of the boundary area BA may also be made to leave.
[0054] Also, whether the character can enter the boundary area BA or leave the boundary area may be determined by the character's parameters (attributes, ability values, skills, etc.). For example, a character with a specific attribute may be able to enter the boundary area BA and leave the boundary area (meeting the entry and exit conditions). Also, a character with a specific attribute may be able to enter the boundary area BA but not leave the boundary area (only meeting the entry condition), or may not be able to enter the boundary area BA but can leave the boundary area (only meeting the exit condition). Also, by using the character's ability values or skills, the character may meet the entry and exit conditions. For example, when a character outside the boundary area BA activates a skill (or consumes ability values) to enter the boundary area BA, it may be considered that the character meets the entry condition, and when a character inside the boundary area BA activates a skill to leave the boundary area BA, it may be considered that the character meets the exit condition. Also, whether a plurality of characters can enter the boundary area BA or leave the boundary area may be determined by the parameters of the plurality of characters. The plurality of characters may be a plurality of characters outside the boundary area BA, a plurality of characters inside the boundary area BA, or a plurality of characters inside and outside the boundary area BA.
[0055] Also, depending on the combination of characters inside and outside the boundary area BA, it may be determined whether the character can enter the boundary area BA or leave the boundary area. For example, when the combination of the first character outside the boundary area BA and the second character inside the boundary area BA (or the combination of the parameters of the first character and the parameters of the second character) is a specific combination, assuming that the first character meets the entry condition and the second character meets the exit condition, the first character may be able to enter the boundary area BA and the second character may be able to leave the boundary area BA. Also, depending on the combination of a plurality of characters outside the boundary area or the combination of a plurality of characters inside the boundary area, it may be determined whether the plurality of characters can enter the boundary area BA or leave the boundary area. It may be determined whether they can leave the boundary area.
[0056] Also, depending on the ability parameters (attributes, range, etc.) of the boundary area BA, it may be determined whether a character can enter the boundary area BA or leave the boundary area. For example, assuming that a character having an attribute in a predetermined relationship with the attribute of the boundary area BA meets the entry condition and the exit condition of the boundary area BA, the character may be able to enter the boundary area BA and leave the boundary area. Also, a character having an attribute in a predetermined relationship with the attribute of the boundary area BA may be able to enter the boundary area BA but not leave the boundary area (only meets the entry condition), or may not be able to enter the boundary area BA but can leave the boundary area (only meets the exit condition). Also, when the height of the boundary area BA is large, both short characters and tall characters may be able to enter the boundary area BA or leave the boundary area (meet the entry condition or the exit condition), but when the height of the boundary area BA is small, short characters may meet the entry condition and the exit condition, while tall characters may not meet the entry condition and the exit condition.
[0057] Note that a character that satisfies the entry condition or the exit condition may be unconditionally made to enter the barrier area BA or leave the barrier area, or a character specified by the player among the characters that satisfy the entry condition or the exit condition may be made to enter the barrier area BA or leave the barrier area. Further, as a condition for the player to use a specific item, it may be possible to specify a character that satisfies the entry condition or the exit condition.
[0058] As described above, according to this embodiment, after the barrier area BA is set, when the entry condition or the exit condition is satisfied according to the item use by the player, the character parameters, the ability parameters of the barrier area BA, etc., the character can enter the barrier area BA or be in a state where it can leave the barrier area. By doing so, it is possible to improve the strategic nature and sense of urgency in a game in which a plurality of characters fight against each other.
[0059] Also, in this embodiment, after the boundary area BA is set, if a predetermined release condition is satisfied, the boundary area BA is released (deleted from the game area GA). Here, when the boundary area BA is set, as shown in FIG. 4, a boundary area object BO representing the boundary area BA is arranged in the game area GA. A character CR within the boundary area BA can attack the boundary area object BO, and when the damage inflicted on the boundary area object BO by the attack reaches a predetermined value (the physical strength value becomes 0), it is assumed that the release condition is satisfied, and the boundary area BA is released. Also, when a character CR within the boundary area BA uses an ability value, skill, or item on the boundary area object BO, the release condition of the boundary area BA may be satisfied. Further, when the player sets the boundary area BA by using a specific item, an item object representing the item may be arranged within the boundary area BA. The arrangement position of the item object may be made specifiable by the player. In this case, when a character CR within the boundary area BA attacks the item object within the boundary area BA and the damage by the attack reaches a predetermined value, or when an ability value, skill, or item is used on the item object, the release condition of the boundary area BA may be satisfied. Note that the release condition of the boundary area BA may be satisfied when either the amount of damage inflicted on the boundary area object BO or the amount of damage inflicted on the item object reaches a predetermined value. Also, the attack by the character CR within the boundary area BA on the boundary area object BO or the item object may be such that the attacks between the characters CR miss and hit unintentionally. In this case, the larger the range of the boundary area BA, the more likely it is for the character CR to hit another character It may be easier to avoid attacks from the CR, and the attacks may be easier to hit the barrier area object BO or the item object. Also, it may be possible for a character outside the barrier area BA to be able to attack (inflict damage on) the barrier area object BO, or to use ability values, skills, or items to remove the barrier area BA. As described above, the barrier area BA has durability set as an ability parameter, and the higher the durability, the more difficult it is to satisfy the conditions for removing the barrier area BA. For example, it may be possible to make it so that the higher the durability of the barrier area BA, the greater the amount of damage or the consumption of ability values required to remove the barrier area BA is, or the barrier area BA cannot be removed without using a special skill or a rare item.
[0060] Furthermore, the conditions for entering the barrier area BA may be determined according to the achievement status of the conditions for removing the barrier area BA (the amount of damage received by the barrier area BA (barrier area object BO or item object) and the remaining vitality value). For example, when the amount of damage received by the barrier area BA is small, a character may not be able to enter the barrier area BA or leave the barrier area BA, but when the amount of damage received by the barrier area BA is large, a character that satisfies the entry condition or the leaving condition may be able to enter the barrier area BA or leave the barrier area BA. Conversely, when the amount of damage received by the barrier area BA is small, a character that satisfies the entry condition or the leaving condition may be able to enter the barrier area BA or leave the barrier area BA, but when the amount of damage received by the barrier area BA is large, a character may not be able to enter the barrier area BA or leave the barrier area BA.
[0061] Also, in the game screen, in association with the barrier area BA (barrier area object BO), a display showing the ability parameters (attributes, entry conditions, exit conditions, release conditions) of the barrier area may be performed. For example, the barrier area object BO representing the barrier area BA may be displayed in a color corresponding to the attribute of the barrier area BA. Also, a gauge showing the durability of the barrier area BA and the achievement status of the release condition (remaining health value) may be displayed near the barrier area object BO representing the barrier area BA. Also, when an operation to specify the barrier area object BO representing the barrier area BA is performed, a window in which the entry conditions and exit conditions of the barrier area BA are described may be displayed near the barrier area object BO. Also, when the entry conditions or exit conditions of the barrier area BA are satisfied, a display notifying to that effect may be performed near the barrier area object BO representing the barrier area BA.
[0062] Also, in this embodiment, the boundary area BA may be set according to the game situations of a plurality of characters existing in the game area GA. For example, based on the positions and attributes of each of the plurality of characters in the game area GA (for example, whether it is a friendly character or an enemy character), it is determined whether it is a game situation in which the boundary area BA can be set. When it is such a game situation, at a position corresponding to the game situation, a boundary area BA with a range corresponding to the game situation is set. For example, when a plurality of characters include friendly characters (characters that side with the player character) and enemy characters, the boundary area BA may be set so that the number of friendly characters and the number of enemy characters within the boundary area BA are the same (the combat power on the friendly side and the combat power on the enemy side are equal). In the example shown in FIG. 5, in a situation where there are 5 friendly characters indicated by "A" in the figure and 3 enemy characters indicated by "E" in the figure in the game area GA, a boundary area BA including 3 friendly characters and 3 enemy characters is set. In this case, the 2 friendly characters outside the boundary area BA can proceed with the battle advantageously for the friendly side by attacking and destroying the boundary area object BO (releasing the boundary area BA). Note that the boundary area BA may be set so that the combat power on the friendly side and the combat power on the enemy side within the boundary area BA are equal, taking into account not only the number of characters but also the ability values of each character. Also, in the game area GA, to a certain extent In a situation where ally characters of a certain level gather, a boundary area BA including the plurality of ally characters is set, and further, by placing a boss character (a powerful enemy character) within the boundary area BA, a situation can be created in which the plurality of ally characters cooperate to defeat the boss character. Also, the boundary area BA may be set so that the power difference between the ally side and the enemy side within the boundary area BA becomes large. In this case, the characters on the disadvantaged (less powerful) side can correct the power difference by taking actions such as destroying the boundary area object BO or calling for help from their ally characters. Also, the departure conditions and entry conditions may be determined based on the power difference between the ally side and the enemy side within the boundary area BA. For example, when the power difference is equal, the character cannot leave the boundary area BA, but when the power difference is large, the characters on the disadvantaged side may be able to leave the boundary area BA. Also, when the power difference is equal, the character cannot enter the boundary area BA, but when the power difference is large, the characters on the disadvantaged side may be able to enter the boundary area BA. Also, not only within the boundary area BA, but the departure conditions and entry conditions may be determined based on the power difference between the ally side and the enemy side within the game area GA. Here, the power difference between the ally side and the enemy side may be the difference in the number of characters, or the difference in parameters such as the abilities of the characters (including the number of enemies defeated, items possessed, etc.), or the battle situation (which side of the ally side and the enemy side is pushing, being pushed, which side has defeated more enemies, which side has been defeated more). Also, in the case of a game where bases within the game area are occupied and the number of occupied bases is competed, or the first to occupy all the bases wins, the occupation situation (which side has occupied more bases, which side has been occupied more bases) may be judged as the power difference (battle situation). Note that when a game situation where the boundary area BA can be set occurs, the boundary area BA may be automatically set, or when such a game situation occurs, the player may be notified to that effect, and when the player uses a specific item in response to the notification, the boundary area BA may be set.Further, when the player uses a specific item, it may be determined whether there is a situation where the boundary area BA can be set, and if there is such a situation, the boundary area BA may be set.
[0063] 3. Processing Next, an example of the processing of the game system (terminal 10) of the present embodiment will be described with reference to the flowchart of FIG. 6.
[0064] The battle processing unit 114 controls the actions (movement, attack on other characters, attack on the boundary area BA, etc.) of a plurality of characters including the player character and the enemy character (NPC) in the game area GA based on the player's operation or the like (step S10). Here, when a boundary area is set in the game area GA, the battle processing unit 114 advances the battle by a plurality of characters existing within the same boundary area BA and advances the battle by a plurality of characters existing outside the boundary area BA.
[0065] Next, the boundary area setting unit 110 determines whether an operation for the player to specify a position within the game area GA (or an operation of using player parameters for the specified position) has been performed (step S11). If such an operation has been performed (Y in step S11), a boundary area BA is set at the specified position (step S12). Here, when player parameters are used at the time of position specification, a boundary area BA having ability parameters (attribute, range, durability) corresponding to the used player parameters may be set. Alternatively, a boundary area BA having ability parameters corresponding to the position parameters of the specified position may be set. Next, the action restriction unit 112 restricts the departure of the characters existing within the set boundary area BA outside the boundary area BA and the entry of the characters existing outside the boundary area BA into the boundary area BA (step S13).
[0066] Next, the access control unit 116 determines whether the entry condition is satisfied (step S14). If the entry condition is satisfied (there is a character that satisfies the entry condition, or the player has performed an operation to specify a character that satisfies the entry condition) (Y in step S14), the character is made capable of entering the boundary area BA (step S15).
[0067] Next, the access control unit 116 determines whether the departure condition is satisfied (step S16). If the departure condition is satisfied (there is a character that satisfies the departure condition, or the player has performed an operation to specify a character that satisfies the departure condition) (Y in step S16), the character is made capable of departing outside the boundary area BA (step S17).
[0068] Next, the boundary area setting unit 110 determines whether the release condition is satisfied (step S18). If there is a boundary area BA that satisfies the release condition (Y in step S18), the boundary area BA is released, and the action restriction unit 112 releases the entry restriction into the boundary area BA and the departure restriction outside the boundary area BA (step S19).
[0069] Next, the battle processing unit 114 determines whether to continue the game process (step S20). If the game process is to be continued (Y in step S20), the process proceeds to step S10.
[0070] The present invention is not limited to those described in the above embodiments, and various modifications can be made. For example, terms cited as broad or synonymous terms in the description in the specification or drawings can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.
Explanation of Reference Numerals
[0071] 10…Terminal, 20…Server, 100…Processing Unit, 110…Boundary Area Setting Unit, 112…Action Restriction Unit, 114…Battle Processing Unit, 116…Access Control Unit, 120…Image Generation Unit, 130…Sound Generation Unit, 150…Input Unit, 170…Memory Unit, 190…Display Unit, 192…Sound Output Unit, 196…Communication Unit
Claims
1. A game system that executes a game in which a plurality of characters battle in a game area, a boundary area setting unit that sets a boundary area in the game area, an action restriction unit that restricts the departure of a plurality of the characters existing within the boundary area to outside the boundary area and restricts the entry of the characters existing outside the boundary area into the boundary area, a battle processing unit that advances a battle among a plurality of the characters existing within the same boundary area, including an entry / exit control unit that controls the departure of the character to outside the boundary area or the entry of the character into the boundary area when a predetermined condition is satisfied after the setting of the boundary area, wherein the entry / exit control unit controls the departure of the character to outside the boundary area or the entry of the character into the boundary area based on an attribute, a release condition, an entry condition, or a departure condition set for the boundary area, wherein the boundary area setting unit characterized in that when the character existing within the boundary area becomes in a state of being unable to fight, the boundary area is released on the assumption that the release condition is satisfied. A game system.
2. In Claim 1, wherein the entry / exit control unit controls the departure of the character to outside the boundary area or the entry of the character into the boundary area when a specific item is used by a player. A game system.
3. In Claim 1 or 2, wherein the entry / exit control unit characterized in that when the entry condition is satisfied, the character existing outside the boundary area is made in a state where it can enter the boundary area. A game system.
4. In any one of Claims 1 to 3, wherein the entry / exit control unit characterized in that when the departure condition is satisfied, the character existing within the boundary area is made in a state where it does not exist within the boundary area. A game system.
5. In any one of Claims 1 to 4, wherein the entry / exit control unit controls the departure of the character designated by the player to outside the boundary area or the entry of the character into the boundary area. A game system.
6. In any one of Claims 1 to 5, wherein the entry / exit control unit A game system characterized by controlling the departure of the character from outside the boundary area or the entry of the character into the boundary area by swapping the character existing within the boundary area and the character existing outside the boundary area.
7. In any one of Claims 1 to 6, the entry / exit control unit controls the departure of the character from outside the boundary area or the entry of the character into the boundary area based on the parameters of the character. A game system characterized by this.
8. In any one of Claims 1 to 7, the entry / exit control unit controls the departure of the character from outside the boundary area or the entry of the character into the boundary area based on the combination of the characters. A game system characterized by this.
9. In any one of Claims 1 to 8, the boundary area setting unit sets the boundary area in the game area based on the position within the game area specified by the player. A game system characterized by this.
10. In Claim 9, the boundary area setting unit determines the parameters of the boundary area based on the player parameters used when the player uses the player parameters for the position. A game system characterized by this.
11. In Claim 10, the use of the player parameters is the use of an item, the boundary area setting unit determines the parameters of the boundary area based on at least one of the type, quantity, and use timing of the used item. A game system characterized by this.
12. In any one of Claims 9 to 11, position parameters are set for each predetermined position in the game area, the boundary area setting unit determines the parameters of the boundary area based on the position parameters of the position specified by the player. A game system characterized by this.
13. In any one of Claims 10 to 12, the parameters of the boundary area are the range of the boundary area. A game system characterized by this.
14. In any one of Claims 10 to 13, the parameters of the boundary area are the durability of the boundary area, the boundary area setting unit A game system characterized in that the higher the durability of the boundary area, the more difficult it is to satisfy the release condition.
15. In any one of Claims 10 to 14, the access control unit controls the departure of the character from outside the boundary area or the entry of the character into the boundary area based on the parameter of the boundary area. A game system characterized by this.
16. In any one of Claims 1 to 15, the boundary area setting unit arranges a boundary area object representing the boundary area, and when the release condition is satisfied by the action of the character existing in the boundary area on the boundary area object, the boundary area is released. A game system characterized by this.
17. In any one of Claims 1 to 16, the boundary area setting unit sets the boundary area in the game area based on the game situations of a plurality of characters existing in the game area. A game system characterized by this.
18. In any one of Claims 1 to 17, the access control unit controls the departure of the character from outside the boundary area or the entry of the character into the boundary area based on the game situations of a plurality of characters. A game system characterized by this.
19. A server device that executes a game in which a plurality of characters fight in a game area, a boundary area setting unit that sets a boundary area in the game area, an action restriction unit that restricts the departure of a plurality of characters existing in the boundary area from outside the boundary area and restricts the entry of the characters existing outside the boundary area into the boundary area, a battle processing unit that advances the battle between a plurality of characters existing in the same boundary area, including an access control unit that controls the departure of the character from outside the boundary area or the entry of the character into the boundary area when a predetermined condition is satisfied after the boundary area is set, the access control unit controls the departure of the character from outside the boundary area or the entry of the character into the boundary area based on the attribute, release condition, entry condition, or departure condition set for the boundary area, the boundary area setting unit A server device characterized in that when the character existing in the boundary area becomes in a non-combatable state, the boundary area is released on the assumption that the release condition is satisfied.
20. A program for executing a game in which a plurality of characters fight in a game area, a boundary area setting unit that sets a boundary area in the game area, an action restriction unit that restricts the departure of the plurality of characters existing in the boundary area to the outside of the boundary area and restricts the entry of the characters existing outside the boundary area into the boundary area, a battle processing unit that advances the battle by the plurality of characters existing in the same boundary area, after the boundary area is set, when a predetermined condition is satisfied, causing a computer to function as an entry / exit control unit that controls the departure of the character from the boundary area or the entry of the character into the boundary area, The entry / exit control unit, controls the departure of the character from the boundary area or the entry of the character into the boundary area based on the attribute, release condition, entry condition, or departure condition set for the boundary area, The boundary area setting unit, A program characterized in that when the character existing in the boundary area becomes in a non-combatable state, the boundary area is released on the assumption that the release condition is satisfied.
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