Processing device, processing method, and program

The processing device dynamically adjusts secondary game effects based on action duration, enhancing immersion and entertainment by aligning effects with action intensity, addressing the limitations of existing game technologies.

JP2025108891AActive Publication Date: 2025-07-24CYGAMES INC
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Patent Information

Application Number
JP2024002390
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-11
Publication Date
2025-07-24
Estimated Expiration
2044-01-11

AI Technical Summary

Technical Problem

Existing game technologies lack innovative effects to enhance immersion and entertainment, such as varying vibrations and screen effects, which are not sufficiently dynamic or responsive to the nature of attacks.

Method used

A processing device and method that determines and controls additional effects based on the duration of initial actions, such as attacks, by using time length information to adjust the magnitude and type of secondary effects like vibrations and screen movements, ensuring they align with the intensity of the initial action.

Benefits of technology

Enhances the sense of immersion and entertainment in games by providing dynamic and realistic secondary effects that reflect the intensity of actions, improving player engagement and game balance.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025108891000001_ABST
    Figure 2025108891000001_ABST
Patent Text Reader

Abstract

To realize a new performance in a game.SOLUTION: A processing device 10 has: a reception section 11 for receiving input regarding progress of a game from a player; a game control section 12 for progressing a game on the basis of input; a performance determination section 132 for determining contents of a second performance that is performed to a predetermined object during execution of at least a first performance on the basis of time length information regarding the length of time of the first performance executed according to a first action when a first object in a game performs the first action; and a performance control section 133 that allows a first performance to be executed when the first object performs the first action, and allows the second performance to the predetermined object to be executed during execution of at least the first performance.SELECTED DRAWING: Figure 2
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Description

Technical Field

[0001] The present disclosure relates to a processing device, a processing method, and a program.

Background Art

[0002] Technologies related to the present disclosure are disclosed in Patent Document 1 and Non-Patent Document 1.

[0003] Patent Document 1 is a technology related to games, which discloses setting the motion and operation limit period of the attacked side for each type of attack (FIG. 2), and that the operation limit period varies depending on the type of attack (FIG. 2, Claim 9).

[0004] Non-Patent Document 1 is a technology related to games, which discloses a hit stop that stops the motion of a character at the moment of an attack. Also, Non-Patent Document 1 discloses that during the hit stop, the attacked side is vibrated greatly and the attacking side is vibrated slightly, the magnitude of the vibration gradually weakens over time, the vibration is horizontal on the ground and vertical in the air, and the vibration becomes larger as the camera pulls back, etc.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Non-Patent Documents

[0006]

Non-Patent Document 1

[0007] <URL:https: / / smashwiki.info / %E3%83%92%E3%83%83%E3%83%88%E3%82%B9%E3%83%88%E3%83%83%E3%83%97>

Summary of the Invention

Problems to be Solved by the Invention

[0008] During the game, effects such as pausing characters, the entire screen, or a part of the screen in the game, or making them in slow motion are widely used. Examples of such effects include, for example, effects of pausing or making slow motion at least one of the movements of the attacking character and the character receiving the attack in response to the attack of the character.

[0009] In addition to such effects, like the technology disclosed in Non-Patent Document 1, by performing additional effects such as vibrating the character, it is possible to improve the sense of immersion and entertainment in the game. However, the specific contents of the additional effects disclosed in Non-Patent Document 1 are "vibrating the side receiving the attack greatly and the attacking side slightly", "the magnitude of the vibration gradually weakens over time", "vibrating horizontally on the ground and vertically in the air", and "increasing the vibration as the camera pulls back", etc., and there is still room for improvement.

[0010] An example of the object of the present disclosure is to provide a processing device, a processing method, and a program for realizing new effects in a game in view of the above-described problems.

Means for Solving the Problems

[0011] According to the present disclosure, a computer, reception means for receiving an input related to the progress of the game from a player, game control means for advancing the game based on the input, When a first object in the game performs a first action, based on time length information regarding the length of time of a first effect performed in response to the first action, effect determination means for determining the content of a second effect to be performed on a predetermined object at least while the first effect is being performed, When the first object performs the first action, effect control means for causing the first effect to be performed and for causing the second effect on the predetermined object to be performed at least while the first effect is being performed, A program is provided that causes the above to function.

[0012] Also, according to the present disclosure, A reception unit that receives an input regarding the progress of the game from a player, A game control unit that advances the game based on the input, When a first object in the game performs a first action, based on time length information regarding the length of time of a first effect performed in response to the first action, an effect determination unit that determines the content of a second effect to be performed on a predetermined object at least while the first effect is being performed, When the first object performs the first action, an effect control unit that causes the first effect to be performed and for causing the second effect on the predetermined object to be performed at least while the first effect is being performed, A processing device having the above is provided.

[0013] Also, according to the present disclosure, One or more computers, Receive an input regarding the progress of the game from a player, Advance the game based on the input, When a first object in the game performs a first action, based on time length information regarding the length of time of a first effect performed in response to the first action, determine the content of a second effect to be performed on a predetermined object at least while the first effect is being performed, When the first object performs the first action, a processing method is provided that causes the first effect to be performed and causes the second effect on the predetermined object to be performed at least while the first effect is being performed.

Effect of the Invention

[0014] According to one aspect of the present disclosure, a processing device, a processing method, and a program for realizing a new effect in a game are provided.

Brief Description of the Drawings

[0015]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Embodiments for Carrying Out the Invention

[0016] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In the present disclosure, the drawings are associated with one or more embodiments. Also, in all the drawings, the same components are denoted by the same reference numerals, and the description thereof will be omitted as appropriate.

[0017] <<First Embodiment>> <Overview> First, an overview of the processing executed by the processing device of the present embodiment will be described. During the game progress, the processing device of the present embodiment performs a first effect in response to a first action by a target in the game. Then, while at least the first effect is being performed, the processing device further performs a second effect on a predetermined target.

[0018] In the present embodiment, the first action, the first effect, the predetermined target, and the second effect are as follows. Note that these variations will be described below.

[0019] "First Action": Attack "First Effect": Stop or slow down at least one of the movement of the target that executed the attack, the movement of the target that received the attack, the entire screen, and a part of the screen. "Predetermined Target": At least one of the target that executed the attack and the target that received the attack. "Second Effect": Cause the predetermined target to perform a predetermined action (such as vibration, tilting in one direction, etc.) and repeat the enlargement and reduction of the predetermined target.

[0020] Then, the processing device changes the content of the second effect, specifically the size of the second effect, more specifically the size of the predetermined action (the width (amplitude) of vibration, the size of tilting) and the size of the change in enlargement and reduction (enlargement rate, reduction rate), based on the time length information regarding the time length of the first effect. Hereinafter, the configuration of such a processing device will be described in detail.

[0021] <Hardware Configuration> An example of the hardware configuration of the processing device will be described. Each functional unit of the processing device is realized by an arbitrary combination of hardware and software. It is understood by those skilled in the art that there are various modifications to the realization method and device. Software includes programs stored in advance at the stage of shipping the device, programs downloaded from a recording medium such as a CD (Compact Disc), or a server on the Internet, etc.

[0022] FIG. 1 is a block diagram illustrating the hardware configuration of the processing device. As shown in FIG. 1, the processing device includes a processor 1A, a memory 2A, an input / output interface 3A, a peripheral circuit 4A, and a bus 5A. The peripheral circuit 4A includes various modules. The processing device may not have the peripheral circuit 4A. Note that the processing device may be composed of a plurality of physically and / or logically separated devices. In this case, each of the plurality of devices can have the above hardware configuration.

[0023] The bus 5A is a data transmission path for the processor 1A, the memory 2A, the peripheral circuit 4A, and the input / output interface 3A to transmit and receive data to and from each other. The processor 1A is an arithmetic processing device such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit). The memory 2A is a memory such as a RAM (Random Access Memory) or a ROM (Read Only Memory). The input / output interface 3A includes an interface for acquiring information from an input device, an external device, an external server, an external sensor, a camera, etc., and an interface for outputting information to an output device, an external device, an external server, etc. Further, the input / output interface 3A includes an interface for connecting to a communication network such as the Internet. The input device is, for example, a keyboard, a mouse, a microphone, a physical button, a touch panel, a controller dedicated to a game machine, etc. The output device is, for example, a display, a projection device, a speaker, a printer, a mailer, etc. The processor 1A can issue commands to each module and perform operations based on their operation results.

[0024] <Functional Configuration> An example of the functional configuration of the processing device will be described. FIG. 2 shows an example of a functional block diagram of the processing device 10. As shown in the figure, the processing device 10 includes a reception unit 11, a game control unit 12, and a game screen control unit 13. The game screen control unit 13 includes a production time determination unit 131, a production determination unit 132, and a production control unit 133.

[0025] The processing device 10 of the present embodiment is a terminal device operated by a player. Examples of the terminal device include, but are not limited to, a game machine, a smartphone, a tablet terminal, a personal computer, a mobile phone, etc. By installing a predetermined program in the processing device 10 or inserting a predetermined game software (program), the functional units as described above are realized in the processing device 10.

[0026] The reception unit 11 receives an input related to the progress of the game from the player. The reception unit 11 receives the input via an input device provided in the processing device 10.

[0027] The reception unit 11 can receive an input for operating an object (hereinafter sometimes referred to as an "operation target") operated by the player, for example, an input for causing the operation target to perform a desired action.

[0028] The actions that can be performed on the operation target are set in advance for each game. The game of the present embodiment is a game in which the operation target fights. In such a game, various attacks may be set as actions that can be performed on the operation target. Also, other actions such as movement, jump, defense, etc. may be set as actions that can be performed on the operation target.

[0029] The "target" is an object operated by the player or a computer. The target is, for example, a character, an avatar, a vehicle (motorcycle, car, large vehicle, ship, aircraft, tank, fighter plane, etc.), other objects, etc., but is not limited to these.

[0030] The "object to be operated" is at least one of the objects that appear in the game and is the object operated by the player.

[0031] The "other object" is at least one of the objects that appear in the game and is the object operated by another player or the computer.

[0032] The game control unit 12 advances the game based on the input received by the reception unit 11 from the player.

[0033] For example, the game control unit 12 causes the action corresponding to the input from the player to be executed on the object to be operated. The game control unit 12 can cause the object to be operated to attack, perform an attack of the type specified by the player on the object to be operated, move the object to be operated, jump the object to be operated, defend the object to be operated, etc. based on the input from the player.

[0034] Also, the game control unit 12 causes the action determined by the input from another player or the control by the computer to be executed on the other object. The other object can also perform the same actions as the object to be operated.

[0035] Then, the game control unit 12 executes various processes related to the progress of the game, such as attack determination and update of the state parameters (hit points, etc.) of each object.

[0036] The control of the game as described above by the game control unit 12 can be realized by using any well-known technology.

[0037] The game screen control unit 13 controls the display content of the game screen in accordance with the control of the game by the game control unit 12. The game screen is output to the output device of the processing device 10. The game screen displays the object to be operated, other objects, etc.

[0038] For example, in advance, for each target, the motion to be performed on the game screen when each action is performed is set. The motion indicates the temporal change in the appearance of the target, such as the movement of the body, the movement of the expression, the movement of the body such as a vehicle, etc. When a certain target performs a certain action according to the control by the game control unit 12, the game screen control unit 13 reads out the motion corresponding to that action of that target based on the above settings, and causes that target to perform that motion on the game screen. Also, the game screen control unit 13 may change the position, orientation, etc. of the target on the game screen according to the control by the game control unit 12.

[0039] Further, the game screen control unit 13 includes an effect time determination unit 131, an effect determination unit 132, and an effect control unit 133. By these functional units, a special effect when a certain target performs a first action can be performed on the game screen. This will be described in detail below.

[0040] When a certain target performs a first action, the effect time determination unit 131 determines the length of the time of the first effect performed according to the first action. Hereinafter, the target performing the first action is referred to as the "first target". The first target may be the operation target or another target.

[0041] As described above, in this embodiment, the first action and the first effect are as follows. "First Action": Attack "First Effect": Stop, or slow down at least one of the movement of the target that executed the attack, the movement of the target that received the attack, the entire screen, and a part of the screen.

[0042] The first effect is an effect called hit stop, hit slow, hit delay, etc. "The entire screen" may refer to all the objects displayed on the screen, or may refer to the entire game space photographed by the virtual camera. "A part of the screen" may refer to a part of all the objects displayed on the screen, or may refer to a part of the entire game space photographed by the virtual camera. The length of time of the first effect can be determined in various ways. Hereinafter, an example will be described.

[0043] In one example, for each type of attack of each target, a reference value for the length of time of the first effect is set in advance. Then, when the first target performs the first attack, the effect time determination unit 131 determines the actual length of time of the first effect by an operation based on the reference value associated with the first attack of the first target and other parameters.

[0044] That is, in this example, the reference value does not directly become the actual length of time of the first effect. Instead, the actual length of time of the first effect is determined by an operation based on the reference value and other parameters.

[0045] In this example, the game designer sets the reference value in advance for each type of attack of each target. For example, from a heavy blow, more specifically, the magnitude and grandeur of the motion, a relatively long reference value is set in association with an attack that appears to have high power. And from a light blow, more specifically, the smallness and simplicity of the motion, a relatively short reference value is set in association with an attack that appears to have low power, such as a quick and continuous attack.

[0046] An example of such a setting is shown in FIG. 3. In the illustrated example, the character ID (identifier), the attack ID, the reference value for the length of time of the first effect, and the attack power are associated with each other.

[0047] The "character ID" is information for identifying the characters (targets) of the game from each other.

[0048] The "attack ID" is information that identifies multiple types of attacks from each other. One character may be able to perform one type of attack, or may be able to perform multiple types of attacks.

[0049] The "reference value of the length of the first effect time" indicates the length of time. The reference value is, for example, about several seconds. For example, a relatively long reference value is set in association with a heavy blow, and a relatively short reference value is set in association with a light blow.

[0050] The "attack power" indicates the strength of each attack. For example, a relatively large attack power is set in association with a heavy blow, and a relatively small attack power is set in association with a light blow. For example, based on such attack power, an attack determination (such as a determination of whether damage has been inflicted and a determination of the amount of damage inflicted) may be performed by the game control unit 12.

[0051] The above "other parameters" used in the calculation of the actual length of the first effect time can include various parameters. For example, the other parameters may include at least one of the following.

[0052] · The result of the attack determination (the amount of damage inflicted by the first target on the opponent) · A parameter indicating the state of the first target (the target that executed the attack) at that time (such as hit points) · A parameter indicating the state of the target that received the attack at that time (such as hit points) · Various parameters of the target that received the attack (such as defense power)

[0053] The effect time determination unit 131 can calculate the actual length of the first effect time from the reference value and the other parameters using an arithmetic model such as a function or table generated in advance.

[0054] Note that the method for determining the actual length of the first effect time described here is merely an example, and the actual length of the first effect time may be determined by other methods.

[0055] Returning to FIG. 2, when the first target performs the first action, the production determination unit 132 determines the content of the second production to be performed on a predetermined target at least while the first production is being performed, based on the time length information regarding the time length of the first production to be performed in response to the first action.

[0056] As described above, in the present embodiment, the predetermined target and the second production are as follows. "Predetermined target": at least one of the target that executed the attack (the first target) and the target that received the attack "Second production": causing the predetermined target to perform a predetermined action (such as vibration, tilting in one direction, etc.) and / or repeatedly causing the predetermined target to expand and contract.

[0057] The predetermined action includes various actions that can produce the feeling of a hit in an attack. An example of the predetermined action is vibration, but it is not limited to this, and other actions such as tilting in one direction may also be possible. Vibration is, as shown in FIG. 4, repeatedly and quickly moving the target on the game screen small in the left - right direction. In the case of the example in FIG. 4, the character at the position of P1 is being vibrated with an amplitude of m (the width of the vibration). Note that the direction of vibration is not limited to the left - right direction, and other directions may also be possible. By such a second production, the feeling of a hit in an attack can be enhanced more.

[0058] Expansion and contraction is repeatedly and quickly expanding and contracting the size of the target on the game screen. By such a second production, the feeling of a hit in an attack can be enhanced more.

[0059] During a predetermined operation (such as vibration or tilting in one direction) or zooming in and out, the apparent position of the target on the game screen (the area where the target is displayed) fluctuates (P1 to P3 in FIG. 4). However, the position of the target in the game space managed by the processing device 10 does not have to change (for example, fixed at P1 in FIG. 4). By doing so, even when the target repeats a predetermined operation (such as vibration or tilting in one direction) or zooming in and out and the apparent position of the target on the game screen fluctuates, the position of the target used for attack determination and the like can be fixed so that the determination result does not deviate.

[0060] Next, the "time length information" used to determine the content of the second effect will be described. The time length information in this embodiment is the above-described "reference value for the length of time of the first effect". When the first target performs the first attack, the effect determination unit 132 refers to the preset information as shown in FIG. 3 and reads out the preset reference value associated with the first attack of the first target as the time length information.

[0061] Note that, as will be described in the following modification example, the "actual length of time of the first effect calculated by an operation based on the reference value and other parameters" described above can also be used as the time length information. However, the time length information in this embodiment is not the "actual length of time of the first effect calculated by an operation based on the reference value and other parameters", but the "reference value for the length of time of the first effect". The effect of using the "reference value for the length of time of the first effect" instead of the "actual length of time of the first effect calculated by an operation based on the reference value and other parameters" will be described later.

[0062] Next, the "process of determining the content of the second effect based on the time length information" will be described.

[0063] The second effect in this embodiment is at least one of causing a predetermined operation (such as vibration or tilting in one direction) to be performed on a predetermined target (at least one of the target that executed the attack and the target that received the attack), and repeatedly zooming in and out on the predetermined target.

[0064] The performance determination unit 132 makes a determination related to the size of the second performance as a process of determining the content of the second performance. For example, based on the time length information, the performance determination unit 132 makes a determination related to the size (such as the amplitude of vibration or the magnitude of inclination) of a predetermined motion (vibration, inclination in one direction, etc.) of a predetermined object. Additionally, for example, based on the time length information, the performance determination unit 132 makes a determination related to the size of the change in magnification of a predetermined object. The performance determination unit 132 can make a determination related to at least one of the size (such as the amplitude of vibration or the magnitude of inclination) of a predetermined motion (vibration, inclination in one direction, etc.) of a predetermined object and the size of the change in magnification based on the time length information.

[0065] The longer the length of the time indicated by the time length information, the larger the second performance can be made by the performance determination unit 132. Also, the longer the length of the time indicated by the time length information, the larger the size (such as the amplitude of vibration or the magnitude of inclination) of a predetermined motion (vibration, inclination in one direction, etc.) of a predetermined object can be made by the performance determination unit 132. Further, the longer the length of the time indicated by the time length information, the larger the size of the change in magnification of a predetermined object can be made by the performance determination unit 132.

[0066] Here, an explanation will be given regarding the "determination related to the size of the second performance", that is, the "determination related to a predetermined motion (vibration, inclination in one direction, etc.)" and the "determination related to magnification".

[0067] There are various methods for controlling the magnitude of a predetermined motion (such as vibration, tilting in one direction, etc.) of an object on the game screen (such as the amplitude of vibration, the magnitude of tilt, etc.) or the magnitude of change in magnification. For example, the following examples can be considered. In one example, a second effect motion (such as a vibrating motion, a tilting motion, a magnifying or shrinking motion, etc.) is generated in advance for each object. Then, when performing the second effect, the game screen control unit 13 adds the second effect motion to the motion of the object being played on the game screen and plays it, so that the object on the game screen can perform the second effect motion. In the case of this example, by controlling the ratio of adding the second effect motion, the magnitude of the second effect can be controlled. The larger the addition ratio of the second effect motion, the larger the second effect (the larger the amplitude, tilt, or the magnitude of change in magnification).

[0068] In the case of this example, as a determination related to the magnitude of the second effect, the effect determination unit 132 determines the addition ratio of the second effect motion. The effect determination unit 132 can determine a larger addition ratio as the length of the time indicated by the time length information is longer.

[0069] An example of a method for determining the addition ratio of the second effect motion from the time length information will be described with reference to FIG. 5.

[0070] In the case of the example in FIG. 5, the minimum value of the time indicated by the time length information is t0, and the maximum value is t3. t0 is 0 or a value greater than that. And the minimum value of the addition ratio is a0, and the maximum value is a1. a0 is 0 or a value greater than that.

[0071] In the case of the example in FIG. 5, when the length of the time indicated by the time length information is t0 or more and t1 or less, the effect determination unit 132 determines the addition ratio a0. Also, when the length of the time indicated by the time length information is t2 or more and t3 or less, the effect determination unit 132 determines the addition ratio a1.

[0072] When the length of the time indicated by the time length information is greater than t1 and less than t2, the effect determination unit 132 determines a value between greater than a0 and less than a1 by a predetermined calculation method. In this case, the effect determination unit 132 can calculate an addition ratio from the length of the time indicated by the time length information using a calculation model such as a function or a table prepared in advance. The calculation model may be such that the addition ratio increases as the length of the time indicated by the time length information increases, and can have various contents. An example of this calculation model is a linear function, but it is not limited to this.

[0073] The various parameters (t0 to t1, a0, and a1) shown in FIG. 5 may be set for each target. Further, the various parameters shown in FIG. 5 may be set for each type of attack of each target.

[0074] Note that the method shown in FIG. 5 is merely an example and is not limited thereto. For example, in all intervals of the length of the time indicated by the time length information (in the case of FIG. 5, the interval from t0 to t3), the magnitude of the second effect may be determined by the process of "when the length of the time indicated by the time length information is greater than t1 and less than t2" described above.

[0075] In another example of a method for controlling the magnitude (such as the amplitude of vibration or the magnitude of inclination) of a predetermined motion (such as vibration or tilting in one direction) of a target on the game screen or the magnitude of change in magnification, a plurality of variations are generated in advance for each target as the motion of the second effect. The plurality of variations have different magnitudes of the second effect (such as amplitude, inclination, or magnitude of magnification).

[0076] When performing the second effect, the game screen control unit 13 can cause the target to perform the motion of the second effect on the game screen by reproducing the motion of the second effect instead of the motion of the target being played on the game screen. In the case of this example, the game screen control unit 13 can control the magnitude of the second effect by selecting and reproducing a predetermined variation from among a plurality of variations having different magnitudes of the second effect.

[0077] In this example, as a determination related to the magnitude of the second effect, the effect determination unit 132 determines the magnitude of a predetermined motion (such as vibration, tilting in one direction, etc.) (such as the amplitude of vibration or the magnitude of tilt) or the magnitude of enlargement / reduction. Then, the effect determination unit 132 can select and reproduce a variation corresponding to the determined magnitude of the predetermined motion (such as vibration, tilting in one direction, etc.) (such as the amplitude of vibration or the magnitude of tilt) or the magnitude of enlargement / reduction from among a plurality of variations of the motion of the second effect.

[0078] The longer the length of time indicated by the time length information, the larger the predetermined motion (such as a larger amplitude or a larger tilt, etc.) the effect determination unit 132 can determine. Also, the longer the length of time indicated by the time length information, the larger the enlargement / reduction the effect determination unit 132 can determine. The effect determination unit 132 can determine the magnitude of a predetermined motion (such as vibration, tilting in one direction, etc.) (such as the amplitude of vibration or the magnitude of tilt) or the magnitude of enlargement / reduction in the same manner as the determination of the addition ratio described above. In one example, by replacing the magnitude of the second effect in FIG. 5 with the magnitude of a predetermined motion (such as vibration, tilting in one direction, etc.) (such as the amplitude of vibration or the magnitude of tilt) or the magnitude of enlargement / reduction, the magnitude of a predetermined motion (such as vibration, tilting in one direction, etc.) (such as the amplitude of vibration or the magnitude of tilt) or the magnitude of enlargement / reduction can be determined in the same manner as the determination of the addition ratio described above.

[0079] As described above, when the first target performs an attack, the effect determination unit 132 can determine the content of the second effect to be performed on a predetermined target at least while the first effect is being performed, based on a reference value (time length information) corresponding to the type of attack performed by the first target.

[0080] Returning to FIG. 2, the production control unit 133 controls the production on the game screen. The production control unit 133 causes the determined production to be performed on the game screen. For example, when the first target performs the first action, the production control unit 133 causes the first production to be performed on the game screen, and causes the second production for a predetermined target to be performed while at least the first production is being performed. In addition to while the first production is being performed, the production control unit 133 may also cause the second production for a predetermined target to be performed even when the first production is not being performed. For example, the production control unit 133 may cause the second production for a predetermined target to be performed while the first production is being performed, and may continue to cause the second production for the predetermined target to be performed even after the first production has ended.

[0081] For example, when the first target performs an attack (the first action), the production control unit 133 causes the first production to be performed for the length of time of the first production determined by the production time determination unit 131 accordingly. Specifically, the production control unit 133 stops, or sets to slow motion, at least one of the target that executed the attack (the first target), the target that received the attack, the entire screen, and a part of the screen, for the length of time of the first production determined by the production time determination unit 131.

[0082] Then, while at least the above-described first production is being performed, the production control unit 133 causes the second production for a predetermined target to be performed according to the content determined by the production determination unit 132. Specifically, the production control unit 133 causes a predetermined action (such as vibration, tilting in one direction, etc.) to be performed on, or enlarged or reduced, at least one of the target that executed the attack (the first target) and the target that received the attack (the predetermined target), by the magnitude of the second production (amplitude, magnitude of enlargement or reduction) determined by the production determination unit 132.

[0083] Note that when the first target performs an attack (the first action), the production control unit 133 may cause the first production and the second production to be performed on the game screen when the attack (the first action) satisfies a predetermined condition. Examples of the predetermined condition include "causing damage to the opponent with that attack" and "causing damage of a predetermined value or more to the opponent with that attack", but are not limited thereto.

[0084] Next, an example of the processing flow executed by the processing device 10 will be described using the flowchart of FIG. 6. Note that the purpose here is to explain the processing flow. Since the details of each process have been described above, they will be omitted as appropriate here.

[0085] Separate from the processing of the flowchart in FIG. 6, the processing device 10 receives an input related to the progress of the game from the player, advances the game based on the input, and executes a process of controlling the display of the game screen. And while executing this process, the processing device 10 can execute the processing of the flowchart in FIG. 6.

[0086] First, the processing device 10 waits for an attack (first action) on a target (hereinafter, "first target") (S10).

[0087] When the first action is performed (Yes in S10), the processing device 10 refers to the information as shown in FIG. 3 and specifies a reference value for the length of time of the first effect corresponding to the type of the attack of the first target (S11).

[0088] Next, the processing device 10 determines the content of the second effect based on the specified reference value (S12). Specifically, the processing device 10 makes a determination regarding the magnitude of the second effect (the magnitude of a predetermined motion (such as vibration, tilting in one direction, etc.) (the amplitude of vibration, the magnitude of tilting, etc.) or the magnitude of the change in enlargement / reduction). For example, the processing device 10 may determine the addition ratio of the motion of the second effect based on the specified reference value (time length information).

[0089] Also, the processing device 10 determines the actual length of time of the first effect based on the specified reference value and other parameters (S13).

[0090] The processing order of S12 and S13 is not particularly limited. S12 and S13 may be performed in parallel as shown in FIG. 6, or one may be performed after the other.

[0091] After that, after the first target has launched an attack, the processing device 10 causes the first effect to be performed for the determined length of time, and causes a second effect to be performed on a predetermined target while at least the first effect is being performed (S14).

[0092] That is, when the first target launches an attack, the processing device 10 causes the first effect to be performed according to that, for the length of time of the first effect determined in S13. Specifically, the processing device 10 stops, or puts into slow motion, at least one of the target that executed the attack (the first target), the target that received the attack, the entire screen, and a part of the screen, for the actual length of time of the first effect determined in S13.

[0093] Then, while at least the above-described first effect is being performed, the processing device 10 causes a second effect to be performed on a predetermined target according to the content determined in S12. Specifically, based on the determination content in S12, the processing device 10 causes a predetermined action (such as vibration, tilting in one direction, etc.) or zooming in and out to be performed on at least one of the target that executed the attack (the first target) and the target that received the attack (the predetermined target), with the magnitude of the predetermined second effect (amplitude, magnitude of zooming in and out).

[0094] Then, the processing device 10 repeats the same process.

[0095] <Advantages and effects> The processing device 10 of the present embodiment can cause the first effect to be performed in response to the first action by the first target, and can cause the second effect to be performed while at least the first effect is being performed. According to the processing device 10 that performs the second effect in addition to the first effect in this way, the effect of the effect can be enhanced, and the sense of immersion in the game and the entertainment property and the like can be further improved.

[0096] In addition, the processing device 10 of the present embodiment can determine the content of the second effect based on the "time length information regarding the time length of the first effect", specifically, the "reference value of the time length of the first effect". The "reference value of the time length of the first effect" is a value preset according to the content of the attack. For example, a relatively long reference value is set in association with a heavy blow, and a relatively short reference value is set in association with a light blow. By determining the content of the second effect based on such a reference value, the content of the second effect can be made to correspond to the content of the attack. For example, when a heavy blow attack is performed, the second effect can be made relatively large, and when a light blow is performed, the second effect can be made relatively small. By making the content of the second effect correspond to the content of the attack in this way, the immersion in the game and the entertainment value can be further improved. In addition, by varying the content of the second effect according to the attack, the player can feel the touch of the attack more realistically.

[0097] By the way, in terms of the "time length of the first effect", there is also the "actual time length of the first effect calculated by an operation based on the reference value and other parameters". However, although the "actual time length of the first effect calculated by an operation based on the reference value and other parameters" includes the influence of the reference value, it also includes the influence of other parameters. Such an "actual time length of the first effect calculated by an operation based on the reference value and other parameters" is, to some extent, a value corresponding to the content of the attack, but compared with the reference value, the degree of reflection of the content of the attack is smaller. The processing device 10 of the present embodiment determines the content of the second effect based on the "reference value of the time length of the first effect" instead of the "actual time length of the first effect calculated by an operation based on the reference value and other parameters", so that the content of the second effect that more reflects the content of the attack can be determined.

[0098] Also, in terms of "parameters according to the content of the attack", in addition to "the length of the first effect time", there are also attack powers of various attacks and the like. However, parameters such as these attack powers that affect the progress of the game can vary during the game development stage or during the game balance adjustment stage after release. For example, in order to enhance the game balance, the game designer appropriately modifies and optimizes the strength (attack power) of each target. In such a modification, for example, a target that is too strong is made a little weaker, or a target that is too weak is made a little stronger, and the balance of strength between targets is optimized so that players can enjoy the game more.

[0099] If such parameters with relatively high variability are used to determine the content of the second effect, the content of the second effect will also be changed according to the modification of the parameters. However, the change in the effect may not be preferable. For example, if the effect is changed after release, since the change in the effect is visual, players may notice the change.

[0100] On the other hand, the "reference value of the length of the first effect time", which is a parameter related to the game effect after all, has a low necessity to be modified and optimized in order to enhance the game balance. If such a parameter with relatively low variability is used to determine the content of the second effect, the variability of the content of the second effect can also be reduced.

[0101] In this way, the processing device 10 of the present embodiment uses a "parameter related to the effect" with relatively low variability, which is set for each target or each attack of the target and has content according to the content of the attack (the reference value of the length of the first effect time) to determine the content of the second effect, thereby suppressing the inconvenience that the variability of the content of the second effect becomes high and realizing that the content of the second effect is according to the content of the attack.

[0102] <<Second Embodiment>> In the game of this embodiment, a plurality of objects including the object to be operated by the player are capable of performing a first action. For example, a plurality of objects exist on the game screen, and the plurality of objects are capable of performing an attack on the same object. And, in such a situation, the processing device 10 has a function of adjusting the content of the second effect according to which object performed the attack. This will be described in detail below.

[0103] First, the game of this embodiment will be described. In the game of this embodiment, a plurality of objects including the object to be operated by the player exist on the game screen.

[0104] FIG. 7 shows an example of the game screen of this embodiment. In the example of FIG. 7, object C1 is the object to be operated, and object C2 is an object other than the object to be operated. Note that in the figure, the number of objects to be operated is 1, but the number of objects to be operated may be 2 or more. For example, when a plurality of controllers are connected to the processing device 10, a plurality of objects operated by the input for each controller become the objects to be operated.

[0105] Object C2 may be operated by another player or may be operated by a computer. Another player here is a player who operates another processing device 10 to play the game. For example, there are online games in which a plurality of processing devices 10 are connected online and a plurality of players enjoy the game simultaneously. In the game screen generated and displayed by the processing device 10 operated by a certain player, object A operated by that player via that processing device 10 becomes the object to be operated. And, in the game screen generated and displayed by another processing device 10 operated by another player, object A becomes an object other than the object to be operated.

[0106] In the example of FIG. 7, a plurality of objects including object C1 (object to be operated) and object C2 (object other than the object to be operated) are capable of performing an attack (first action) on the same object EC.

[0107] When multiple targets perform a first action in this way, a collision of second effects may occur where multiple second effects corresponding to the first actions of each of the multiple targets occur at the same timing. And the contents of those second effects can be different from each other. For example, the sizes of those second effects may be different from each other. Since it is not possible to perform multiple second effects with different contents simultaneously on the game screen, some adjustment is necessary.

[0108] When such a collision of second effects occurs, the effect control unit 133 adjusts the content of the second effect on the game screen based on "whether each of the second effects that occurred simultaneously was generated based on an attack (first action) on the operation target". Some adjustment examples will be described below.

[0109] "Adjustment Example 1" In Adjustment Example 1, when a second effect based on an attack (first action) on the operation target and a second effect based on an attack (first action) on a target other than the operation target occur simultaneously, the effect control unit 133 preferentially causes the second effect based on the attack (first action) on the operation target to be performed.

[0110] In this example case, while a second effect based on an attack (first action) on the operation target is being performed, even if a second effect based on an attack (first action) on a target other than the operation target occurs, on the game screen, the second effect based on the attack (first action) on the operation target continues.

[0111] And when a second effect based on an attack (first action) on the operation target occurs while a second effect based on an attack (first action) on a target other than the operation target is being performed, on the game screen, it switches to the second effect based on the attack (first action) on the operation target.

[0112] "Adjustment Example 2" In adjustment example 2, when the second effect based on the attack (first action) on the target of operation and the second effect based on the attack (first action) on a target other than the target of operation occur simultaneously, in principle, the second effect based on the attack (first action) on the target of operation is preferentially performed. And only when a certain condition is satisfied, the second effect based on the attack (first action) on a target other than the target of operation is preferentially performed.

[0113] The condition is any one of the following. · The magnitude of the second effect based on the attack (first action) on a target other than the target of operation is greater than or equal to the first threshold value · The magnitude of the second effect based on the attack (first action) on a target other than the target of operation is greater than or equal to the first threshold value, and the magnitude of the second effect based on the attack (first action) on the target of operation is less than the second threshold value · The magnitude of the second effect based on the attack (first action) on the target of operation is smaller than the magnitude of the second effect based on the attack (first action) on a target other than the target of operation · The magnitude of the second effect based on the attack (first action) on the target of operation is smaller than a predetermined ratio of the magnitude of the second effect based on the attack (first action) on a target other than the target of operation

[0114] The magnitude of the effect is expressed by numerical values such as "addition ratio of the motion of the second effect", "magnitude of a predetermined motion (such as vibration, tilting in one direction, etc.) (width of vibration, magnitude of tilt, etc.)", or "magnitude of change in enlargement and reduction (enlargement rate, reduction rate)" described in the first embodiment. The first threshold value, the second threshold value, and the predetermined ratio in the above conditions are predetermined values.

[0115] Next, an example of the processing flow of the processing device 10 will be described. In the example described below, the processing device 10 implements the above adjustment example 2. And the condition for preferentially performing the second effect based on the attack (first action) on a target other than the target of operation is that "the magnitude of the second effect based on the attack (first action) on a target other than the target of operation is greater than or equal to the first threshold value". Note that even when the condition is replaced with another condition, the processing can be executed in the same flow.

[0116] First, the processing device 10 receives an input related to the progress of the game from the player, advances the game based on the input, and executes processing for controlling the display of the game screen. Then, while executing this processing, the processing device 10 can execute the processing of the flowchart in FIG. 10.

[0117] The processing of S40 to S43 is the same as the processing of S10 to S13 in FIG. 6. The processing of S10 to S13 in FIG. 6 is as described in the first embodiment.

[0118] After S42 and S43, the processing device 10 determines whether the target of the attack (the first action) detected in S40 is the operation target (S44). And when the target of the attack (the first action) detected in S10 is a target other than the operation target (No in S44), the processing device 10 executes processing A (the processing shown in the flowchart of FIG. 8) (S45). On the other hand, when the target of the attack (the first action) detected in S10 is the operation target (Yes in S44), the processing device 10 executes processing B (the processing shown in the flowchart of FIG. 9) (S46).

[0119] "Processing A (FIG. 8)" The processing in FIG. 8 is executed when the target of the attack (the first action) detected in S40 of FIG. 10 is a target other than the operation target. In FIG. 8, the target (a target other than the operation target) of the attack (the first action) detected in S40 of FIG. 10 is called "that target".

[0120] In the process of FIG. 8, the processing device 10 determines whether it is executing the first effect and the second effect based on the attack on the operation target (S20). And when it is not executing the first effect and the second effect based on the attack on the operation target (No in S20), after the target (target other than the operation target) for performing the attack (the first action) detected in S40 of FIG. 10 performs the attack, the processing device 10 causes the first effect to be performed for the length of time determined in S43 of FIG. 10, and causes the second effect on a predetermined target to be performed while at least the first effect is being performed (S24). Here, the content of the second effect to be caused is the content determined in S42 of FIG. 10.

[0121] On the other hand, when it is executing the first effect and the second effect based on the attack on the operation target (Yes in S20), the processing device 10 determines whether the magnitude of the second effect based on the attack (the first action) by the target other than the operation target ( "that target" in FIG. 8) detected in S40 of FIG. 10 is greater than or equal to the first threshold value (S21). That is, the processing device 10 determines whether the magnitude of the second effect determined in S42 of FIG. 10 is greater than or equal to the first threshold value.

[0122] When the magnitude of the second effect based on the attack (the first action) by the target other than the operation target ( "that target" in FIG. 8) detected in S40 of FIG. 10 is less than the first threshold value (No in S21), the processing device 10 gives priority to the second effect based on the attack on the operation target being executed at that time (S22). That is, the processing device 10 continues the second effect based on the attack on the operation target being executed at that time, and does not cause the second effect based on the attack (the first action) by the target other than the operation target ( "that target" in FIG. 8) detected in S40 of FIG. 10 to be performed.

[0123] On the other hand, when the magnitude of the second effect based on an attack (the first action) by an object other than the operation target detected in S40 of FIG. 10 (the "object" in FIG. 8) is equal to or greater than the first threshold value (Yes in S21), the processing device 10 prioritizes the second effect based on the attack (the first action) by an object other than the operation target detected in S40 of FIG. 10 (the "object" in FIG. 8) (S23). That is, after the object that performs the attack (the first action) detected in S40 of FIG. 10 (an object other than the operation target) performs the attack, the processing device 10 stops the second effect based on the attack of the operation target being executed at that time, and causes the second effect based on the attack (the first action) by an object other than the operation target detected in S40 of FIG. 10 (the "object" in FIG. 8) to be executed.

[0124] "Processing B (FIG. 9)" The processing in FIG. 9 is executed when the object that performs the attack (the first action) detected in S40 of FIG. 10 is the operation target.

[0125] In the processing of FIG. 9, the processing device 10 determines whether the first effect and the second effect based on the attack by an object other than the operation target are being executed (S30). And when the first effect and the second effect based on the attack by an object other than the operation target are not being executed (No in S30), after the operation target that performs the attack (the first action) detected in S40 of FIG. 10 performs the attack, the processing device 10 causes the first effect to be performed for the length of time determined in S43 of FIG. 10, and causes the second effect for a predetermined object to be performed at least while the first effect is being performed (S34). Here, the content of the second effect to be caused is the content determined in S42 of FIG. 10.

[0126] On the other hand, when the first effect and the second effect based on the attack by an object other than the operation target are being executed (Yes in S30), the processing device 10 determines whether the magnitude of the second effect being executed based on the attack (the first action) by the object other than the operation target is equal to or greater than the first threshold value (S31).

[0127] When the magnitude of the second effect being executed is less than the first threshold value (No in S31), the processing device 10 prioritizes the second effect based on the attack on the operation target detected in S40 of FIG. 10 (S32). That is, after the operation target that performs the attack (the first action) detected in S40 of FIG. 10 performs the attack, the processing device 10 stops the second effect based on the attack on the target other than the operation target being executed at that time, and causes the second effect based on the attack (the first action) on the operation target detected in S40 of FIG. 10 to be executed.

[0128] On the other hand, when the magnitude of the second effect being executed is greater than or equal to the first threshold value (Yes in S31), the processing device 10 prioritizes the second effect based on the attack on the target other than the operation target being executed at that time (S33). That is, the processing device 10 continues the second effect based on the attack on the target other than the operation target being executed at that time, and does not cause the second effect based on the attack (the first action) on the operation target detected in S40 of FIG. 10 to be performed.

[0129] Other configurations of the processing device 10 in the present embodiment are the same as those of the processing device 10 in the first embodiment.

[0130] According to the processing device 10 of the present embodiment, the same operational effects as those of the processing device 10 in the first embodiment are realized. Further, according to the processing device 10 of the present embodiment, when a collision of the second effect occurs, the display on the game screen can be controlled by a characteristic method.

[0131] In one example, the processing device 10 can prioritize the second effect according to the first action of the operation target. By doing so, on the game screen, the second effect according to the operation result of the player can be executed with priority over the second effect according to the operation results of other players or the computer. As a result, it becomes possible to provide an attractive game screen for the player.

[0132] Also, in one example, the processing device 10 gives priority to the second effect corresponding to the first action of the operation target in principle, but can give priority to the second effect corresponding to the first action of a target other than the operation target when a predetermined condition is satisfied. As described above, by giving priority to the second effect corresponding to the operation result of the player, it becomes possible to provide a game screen that is attractive to the player. However, if the operation result of the player is always given priority, inconveniences such as unnatural effects on the game screen may occur.

[0133] For example, there may be a case where the operation target performs a light strike and a relatively small second effect is determined, and a target other than the operation target performs a heavy strike attack and a relatively large second effect is determined. In this way, if the relatively small second effect based on the attack of the operation target continues even when a target other than the operation target performs a heavy strike attack, the effect on the game screen may become unnatural.

[0134] As in this example, by giving priority to the second effect corresponding to the first action of the operation target in principle and giving priority to the second effect corresponding to the first action of a target other than the operation target when a predetermined condition is satisfied, such inconveniences can be suppressed.

[0135] <<Modification Example>> Hereinafter, modification examples applicable to all embodiments will be described.

[0136] <Modification Example 1> In the above embodiment, instead of the "actual length of time of the first effect calculated by the operation based on the reference value and other parameters" described above, the "reference value of the length of time of the first effect" described above is used as the time length information

[0137] As a modification example, the processing device 10 may use the "actual length of time of the first effect calculated by the operation based on the reference value and other parameters" described above as the time length information.

[0138] The "actual length of time of the first effect calculated by an operation based on a reference value and other parameters" is calculated based on the "reference value of the length of time of the first effect". Therefore, the "actual length of time of the first effect calculated by an operation based on a reference value and other parameters" is a value that is affected to some extent by the "reference value of the length of time of the first effect". By using such an "actual length of time of the first effect calculated by an operation based on a reference value and other parameters" that is affected to some extent by the "reference value of the length of time of the first effect" as time length information, the content of the second effect that reflects the content of the attack to some extent can be determined.

[0139] Also, the processing device 10 may use the "actual length of time of the first effect" calculated by other methods as time length information. The first effect is, for example, an effect called hit stop, hit slow, hit delay, etc., and there are a wide variety of methods for calculating the length of time of such an effect. The processing device 10 may use the "actual length of time of the first effect" calculated using such a widely known method as time length information.

[0140] <Modification Example 2> In the above embodiment, the processing device 10 is used in a game where the operation target fights, but it is not limited to this. The processing device 10 can be used in any other games such as sports, adventure games, role-playing, races, etc.

[0141] And in the above embodiment, the first action that triggers the second effect is "attack", but it is not limited to this. The first action can be any action where special effects (the first effect and the second effect) are desired, such as transformation, execution of a special skill, acquisition of an item, execution of an item, collision with an object in the game, action on an object in the game (hitting a ball, kicking a ball, etc.).

[0142] <Modification Example 3> In the above-described embodiment, the processing device 10 was a terminal device operated by the player. As a modification, the processing device 10 may be a game server. Further, the processing device 10 may be a device including a game server and a terminal device operated by the player. That is, the processing of the above-described processing device 10 may be executed by the game server and the terminal device operated by the player cooperating with each other. In this case, various combinations can be adopted for the processing loads of the processing device 10 and the terminal device operated by the player. That is, each of the plurality of functional units of the processing device 10 may be provided on the game server side or on the terminal device side operated by the player.

[0143] As described above, the present disclosure has been described with reference to the embodiments. However, the present disclosure is not limited to the above-described embodiments. Various changes that can be understood by those skilled in the art can be made to the configuration and details of the present disclosure within the scope of the present disclosure. And each embodiment can be combined with other embodiments as appropriate.

[0144] Also, in the plurality of flowcharts used in the above description, a plurality of steps (processes) are described in order. However, the execution order of the steps executed in each embodiment is not limited to the described order. In each embodiment, the order of the illustrated steps can be changed within a range that does not interfere with the content.

[0145] Some or all of the above-described embodiments can also be described as follows, but are not limited thereto. 1. A computer, reception means for receiving an input regarding the progress of a game from a player, game control means for advancing the game based on the input, production determination means for determining the content of a second production to be performed on a predetermined object at least while the first production is being performed, based on time length information regarding the length of time of the first production that is performed in response to a first action when a first object in the game performs the first action. When the first object performs the first action, an effect control means for causing the first effect to be performed and for causing the second effect on the predetermined object to be performed at least while the first effect is being performed, A program that functions as. 2. The first action is an attack, The first effect is to stop or slow down at least one of the movement of the object that executed the attack, the movement of the object that received the attack, the entire screen, and a part of the screen, The predetermined object is at least one of the object that executed the attack and the object that received the attack, The second effect includes at least one of causing the predetermined object to perform a predetermined action and repeatedly enlarging and reducing the predetermined object, The effect determination means makes a determination related to at least one of the magnitude of the predetermined action and the magnitude of the change in enlargement and reduction based on the time length information. The program according to 1. 3. The effect determination means makes the magnitude of the predetermined action larger as the length of the time indicated by the time length information is longer. The program according to 2. 4. The effect determination means makes the magnitude of the change in enlargement and reduction larger as the length of the time indicated by the time length information is longer. The program according to 2 or 3. 5. For each type of attack of the first object, a reference value for the length of the time of the first effect is set in advance, The computer further functions as an effect time determination means for determining the actual length of the time of the first effect by an operation based on the reference value and other parameters when the first object performs an attack, The time length information is the reference value, When the first object performs an attack, the effect determination means determines the content of the second effect to be performed on the predetermined object at least while the first effect is being performed based on the reference value corresponding to the type of attack performed by the first object, When the first target attacks, the presentation control means causes the first presentation to be performed for a length of time determined based on the reference value, and causes the second presentation for the predetermined target to be performed at least while the first presentation is being performed. The program according to any one of 2 to 4. 6. The receiving means receives the input for operating the operation target from the player, In the game, a plurality of targets including the operation target can execute the first action, The presentation control means, When the second presentation based on the first action by the operation target and the second presentation based on the first action by a target other than the operation target occur simultaneously, the second presentation based on the first action by the operation target is preferentially performed. The program according to any one of 1 to 5. 7. The receiving means receives the input for operating the operation target from the player, In the game, a plurality of targets including the operation target can execute the first action, The presentation control means, When the second presentation based on the first action by the operation target and the second presentation based on the first action by a target other than the operation target occur simultaneously, If the magnitude of the second presentation based on the first action by a target other than the operation target is equal to or greater than the threshold value, the second presentation based on the first action by a target other than the operation target is preferentially performed, If the magnitude of the second presentation based on the first action by a target other than the operation target is less than the threshold value, the second presentation based on the first action by the operation target is preferentially performed. The program according to any one of 1 to 6. 8. The first action is an attack on the same target. The program according to 6 or 7. 9. A receiving unit that receives an input related to the progress of the game from the player, A game control unit that advances the game based on the input, When a first object in the game performs a first action, based on time length information regarding the length of time of a first effect performed in response to the first action, an effect determination unit that determines the content of a second effect to be performed on a predetermined object at least while the first effect is being performed; When the first object performs the first action, an effect control unit that causes the first effect to be performed and causes the second effect on the predetermined object to be performed at least while the first effect is being performed; A processing device having the above. 10. One or more computers Receive an input regarding the progress of the game from a player, Advance the game based on the input, When a first object in the game performs a first action, based on time length information regarding the length of time of a first effect performed in response to the first action, determine the content of a second effect to be performed on a predetermined object at least while the first effect is being performed, A processing method in which when the first object performs the first action, the first effect is caused to be performed and the second effect on the predetermined object is caused to be performed at least while the first effect is being performed.

[0146] Part or all of Appendices 2 to 8 that are subordinate to the program of Appendix 1 described above may also be subordinate to the processing device of Appendix 9 and the processing method of Appendix 10 in the same subordinate relationship as Appendix 1 and Appendices 2 to 8. Further, within the scope not departing from the above-described embodiments, part or all of the configurations described as appendices can be realized in various hardware, software, various recording means for recording software, or systems.

Explanation of Signs

[0147] 10 Processing device 11 Reception unit 12 Game control unit 13 Game screen control unit 131 Effect time determination unit 132 Performance Decision Unit 133 Performance Control Unit 1A Processor 2A Memory 3A Input / Output I / F 4A Peripheral Circuit 5A Bus

Claims

1. A program that causes a computer to function as: reception means for receiving an input related to the progress of a game from a player; game control means for advancing the game based on the input; production determination means for determining the content of a second production to be performed on a predetermined object at least while the first production is being performed, based on time length information regarding the length of time of the first production that is performed in response to a first action when a first object in the game performs the first action; production control means for causing the first production to be performed and, at least while the first production is being performed, causing the second production on the predetermined object to be performed when the first object performs the first action; a program.

2. The first action is an attack; the first production is to stop, or slow down, at least one of the movement of the object that executed the attack, the movement of the object that received the attack, the entire screen, and a part of the screen; the predetermined object is at least one of the object that executed the attack and the object that received the attack; the second production includes at least one of causing the predetermined object to perform a predetermined action and repeatedly enlarging and reducing the predetermined object; The production determination means makes a determination related to at least one of the magnitude of the predetermined action and the magnitude of the change in the enlargement / reduction based on the time length information, according to the program of Claim 1.

3. The production determination means increases the magnitude of the predetermined action as the length of the time indicated by the time length information is longer, according to the program of Claim 2.

4. The production determination means increases the magnitude of the change in the enlargement / reduction as the length of the time indicated by the time length information is longer, according to the program of Claim 2.

5. For each type of attack of the first object, a reference value for the length of the time of the first production is preset; The computer further functions as production time determination means for determining the actual length of the time of the first production by an operation based on the reference value and other parameters when the first object performs an attack; The time length information is the reference value; The production determination means determines the content of the second production to be performed on the predetermined object at least while the first production is being performed, based on the reference value corresponding to the type of attack performed by the first object when the first object performs an attack. When the first target performs an attack, the presentation control means causes the first presentation to be performed for a length of time determined based on the reference value, and causes the second presentation for the predetermined target to be performed at least while the first presentation is being performed. The program according to claim 2.

6. The reception means receives the input for operating the operation target from the player, In the game, a plurality of targets including the operation target can execute the first action, The presentation control means, When the second presentation based on the first action by the operation target and the second presentation based on the first action by a target other than the operation target occur simultaneously, the program according to claim 1, which causes the second presentation based on the first action by the operation target to be preferentially performed.

7. The reception means receives the input for operating the operation target from the player, In the game, a plurality of targets including the operation target can execute the first action, The presentation control means, When the second presentation based on the first action by the operation target and the second presentation based on the first action by a target other than the operation target occur simultaneously, If the magnitude of the second presentation based on the first action by a target other than the operation target is equal to or greater than the threshold value, the second presentation based on the first action by a target other than the operation target is preferentially performed, If the magnitude of the second presentation based on the first action by a target other than the operation target is less than the threshold value, the program according to claim 1, which causes the second presentation based on the first action by the operation target to be preferentially performed.

8. The first action is an attack on the same target. The program according to claim 6 or 7.

9. A reception unit that receives an input regarding the progress of the game from the player, A game control unit that advances the game based on the input, When a first target in the game performs a first action, an effect determination unit that determines the content of a second effect to be performed on a predetermined target at least while the first effect is being performed based on time length information regarding the time length of the first effect performed in response to the first action. When the first object performs the first action, an effect control unit that causes the first effect to be performed and causes the second effect to be performed on the predetermined object at least while the first effect is being performed; A processing device having the same.

10. One or more computers, Receive an input related to the progress of the game from a player, Advance the game based on the input, When a first object in the game performs a first action, determine the content of a second effect to be performed on a predetermined object at least while the first effect is being performed based on time length information regarding the length of time of the first effect performed in response to the first action, A processing method that, when the first object performs the first action, causes the first effect to be performed and causes the second effect to be performed on the predetermined object at least while the first effect is being performed.

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