Program, computer system, and game device

The program dynamically controls NPC behavior and interaction in games, enhancing player engagement through customizable NPC movements and actions relative to enemy characters, addressing the need for innovative NPC integration in games.

JP2025133865APending Publication Date: 2025-09-11BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2025112903
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-03
Publication Date
2025-09-11

AI Technical Summary

Technical Problem

Existing games lack new and engaging ways to incorporate friendly NPCs, leading to a need for innovative techniques to enhance player interest and interaction with these characters.

Method used

A program that allows players to control the movement and appearance of NPCs within a game space, enabling dynamic behavior control settings based on player selection and interaction, including movement, appearance, and action of NPCs relative to enemy characters.

Benefits of technology

Enhances player engagement by allowing customizable NPC behaviors and interactions, adding tactical elements and diverse gameplay scenarios, thereby increasing interest and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique capable of bringing about new interest regarding a friend NPC.SOLUTION: A storage object for storing an NPC (non-playable character) is allowed to fly until a given flight completion condition is satisfied based on a player's action operation. A stored NPC is allowed to appear from a storage object that satisfies the flight completion condition, and automatic control is performed such that it performs a given action toward an opponent character. An action control setting pertaining to automatic control of an NPC is changed by a combination or the like of a stored storage object and the NPC.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

[0001] The present invention relates to a program for causing a computer system to execute a game in which a player character fights against an enemy character. [Background technology]

[0002] One type of game in which a player character fights against an enemy character is a game in which a friendly NPC (non-playable character) is used to side with the player character.

[0003] For example, in Patent Document 1, while growth control (one of the controls for advancing a character's abilities) is performed so that the abilities of ally NPCs improve according to game performance, the player can select and set an ally NPC owned by the player as the basis for a lottery.The higher the degree of progress of the ally NPC that is the basis for the lottery, the more rare the prize that can be won in the lottery, which creates a new appeal to the game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2017-176522 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there was room for new ideas in how to include friendly NPCs in games, and what kind of friendly NPCs to include. In addition, because games can become boring, new ideas are always required in the field of electronic games.

[0006] The present invention has been devised with the aim of providing a technique that can bring about new interest in ally NPCs. [Means for solving the problem]

[0007] A first invention for solving the above-mentioned problems is a program for causing a computer system to execute a game in which a player character and an enemy character fight each other, the program comprising: a movement control means (e.g., the game management unit 210, the flight control unit 230 in FIG. 14, step S98 in FIG. 25) for controlling the movement of a stored object containing an NPC (non-playable character: for example, the sub-character 5 in FIG. 3) until a given end condition is met, based on a predetermined action operation of the player, which moves the stored object by throwing, hitting, firing, or other actions of the player character similar to these; NPC appearance control means (for example, the game management unit 210 in FIG. 14, the sub-character appearance control unit 240, step S124 in FIG. 25) for controlling the appearance of an NPC stored in a stored object from the stored object that satisfies the termination condition; NPC automatic control means (for example, the game management unit 210 in FIG. 14, the sub-character automatic control unit 250, step S124 in FIG. 25) for automatically controlling the NPC made to appear by the NPC appearance control means so that the NPC performs a given action toward the enemy character; It is a program for causing the computer system to function as a

[0008] According to the first aspect of the present invention, a storage object that stores an NPC can be moved within the game space. After the storage object has finished moving, the NPC that was stored in the object can be made to appear, and the enemy character can be made to perform a given action, thereby progressing the game. This technology creates a new and unprecedented interest in friendly NPCs.

[0009] A second invention is a program of the first invention, which further causes the computer system to function as a storage setting means (e.g., game management unit 210, storage setting unit 224 in Figure 14, step S12, step S91 in Figure 24) that sets an NPC selected from a plurality of NPCs in a given object based on the player's selection operation, and the NPC automatic control means changes the behavior control setting related to the automatic control based on the NPC stored in the storage object.

[0010] According to the second aspect of the present invention, the player can set a stored object by his / her own selection operation. Since the behavior of the stored NPC changes depending on the stored NPC, the game can be made more interesting than in a configuration where the player cannot set a stored object himself / herself.

[0011] A third invention is a program of the second invention, in which the storage setting means selects multiple NPCs to store, and the NPC automatic control means changes the behavior control setting based on a combination of NPCs stored in the storage object.

[0012] According to the third invention, it is possible to change the behavior control settings depending on which NPCs are combined and stored.

[0013] A fourth invention is a program of the first invention, further causing the computer system to function as a storage setting means for setting an object to store a given NPC by selecting the object from a plurality of objects based on a selection operation by the player, and the NPC automatic control means for changing the behavior control setting related to the automatic control based on the object selected as the stored object.

[0014] According to the fourth aspect of the present invention, the player can select an object to store an NPC and set the stored object. Then, the behavior control settings of the NPC after it appears can be changed by the object that stored the NPC.

[0015] The fifth invention is a setting program of any of the first to fourth inventions, which further causes the computer system to function as a storage setting means that sets the stored object by selecting an NPC to store and an object to be stored from among a plurality of NPCs and a plurality of objects based on the player's selection operation, and the NPC automatic control means changes the behavior control setting related to the automatic control based on the combination of the object selected as the stored object and the stored NPC.

[0016] According to the fifth aspect of the present invention, a stored object can be set by combining an NPC with an object that stores the NPC based on the player's own selection operation. After an NPC appears, its behavior control setting is changed based on the combination of the NPC and the object that stored it, so it is interesting to consider how to set the stored object.

[0017] A sixth invention is a program of any of the first to fifth inventions, further causing the computer system to function as a player character setting means (e.g., game management unit 210, player character setting unit 222 in FIG. 14, step S10 in FIG. 24) that selects and sets a character to be the player character from a plurality of characters based on the operation of the player, and the NPC automatic control means changes the behavior control settings related to the automatic control based on the player character set by the player character setting means.

[0018] According to the sixth aspect of the present invention, even if the NPC is the same, its behavior after it appears will change depending on the player character. This allows the player to enjoy the tactical element of deciding which character to use as the player character, creating a new level of interest.

[0019] A seventh invention is a program of any of the first to sixth inventions, further causing the computer system to function as an item setting means (e.g., game management unit 210, item setting unit 226 in Figure 14, steps S60 to S62 in Figure 26) that associates a given item with the stored object and / or the NPC stored in the stored object based on the player's operation input, and the NPC automatic control means changes the behavior control setting related to the automatic control based on the item when the item is associated with the stored object and / or the NPC stored in the stored object.

[0020] According to the seventh invention, by associating an item with a storage object or an NPC, the behavior of the NPC after it appears changes accordingly. This allows the player to enjoy the tactical element of deciding which item to associate, creating a new interest.

[0021] An eighth invention is a program of any of the first to seventh inventions, in which the NPC automatic control means determines whether to change the behavior control settings related to the automatic control, or the degree of change, based on whether the stored object moved by the movement control means has come into contact with the enemy character.

[0022] According to the eighth aspect of the present invention, the behavior control settings of the NPC that appears from the moved stored object change depending on whether the moved stored object comes into contact with an enemy character. This makes the game progress more diverse and increases the interest of the game. In particular, when the action operation includes an operation for setting the initial conditions of movement (e.g., the direction of movement, the force of movement, etc.), whether the moved stored object can successfully hit the enemy character changes the subsequent game situation, adding a shooting game-like element and further increasing the interest of the game.

[0023] A ninth invention is a program of any of the first to eighth inventions, in which the NPC automatic control means changes the behavior control settings related to the automatic control based on the relative positional relationship between the position of the NPC appeared by the NPC appearance control means and the position of the enemy character.

[0024] According to the ninth aspect of the present invention, the behavior control settings of an NPC change based on the relative positional relationship between the NPC and an enemy character after the NPC appears. This increases the variety of NPC behaviors, further enhancing the interest of the game. The relative positional relationship can be defined, for example, using whether the NPC and enemy character are in contact with each other, whether they are close to each other (same as whether the enemy character is within a distance range from the NPC that satisfies a predetermined proximity condition), whether the enemy character is within the attackable range of the NPC, relative direction, relative distance, relative altitude, etc.

[0025] A tenth invention is a program of any of the first to ninth inventions, in which the NPC automatic control means changes the behavior control settings related to the automatic control based on any of the type of enemy character, the part of the enemy character that comes into contact, and the terrain of the location of contact when the stored object moved by the movement control means comes into contact with the enemy character.

[0026] According to the tenth aspect, when a stored object comes into contact with an enemy character, the behavior control settings for automatic control can be changed based on the type of enemy character, the part of the enemy character that comes into contact, the topography of the place of contact, etc. This makes it possible to diversify the behavior of NPCs after they appear, and to make the game more interesting.

[0027] An eleventh invention is the program according to any one of the second to tenth inventions, wherein the behavior control settings include settings relating to the content of the behavior.

[0028] According to the eleventh aspect of the present invention, the content of the NPC's behavior can be changed by changing the behavior control settings.

[0029] A twelfth invention is the program according to the eleventh invention, wherein the settings relating to the content of the action include settings relating to the content of an attack on the enemy character.

[0030] According to the twelfth aspect of the present invention, it is possible to change the type of attack that the NPC will make against the enemy character.

[0031] A thirteenth invention is a program of any one of the second to twelfth inventions, wherein the behavior control setting includes setting a time limit for an action to be taken after the NPC appears by the NPC appearance control means, and the NPC automatic control means automatically controls the NPC that has appeared by the NPC appearance control means until the time limit has elapsed.

[0032] According to the thirteenth invention, the time period during which an NPC can act after its appearance can be changed.

[0033] A fourteenth invention is a program of any one of the second to thirteenth inventions for causing the computer system to further function as a means for displaying the behavior control setting information (for example, the behavior control setting information prediction display 34 in FIG. 6, the game management unit 210 in FIG. 14, the prediction display control unit 236, step S102 in FIG. 25).

[0034] According to the fourteenth aspect of the present invention, information on behavior control settings can be provided to the player. For example, if the information on behavior control settings is displayed during the process of setting a stored object using the storage setting means, the player can know what behavior the NPC will have with the current settings of the stored object, and thus has the opportunity to set the NPC to perform the behavior he or she desires. This not only increases the interest in the game, but also improves usability.

[0035] A 15th invention is a program of any of the first to fourteenth inventions, wherein the termination condition includes at least that the stored object moved by the movement control means comes into contact with the enemy character, the NPC appearance control means makes the NPC appear when the stored object moved by the movement control means comes into contact with the enemy character, and the NPC automatic control means starts automatic control of the NPC from the appearance position by the NPC appearance control means.

[0036] According to the fifteenth aspect of the present invention, when the stored object comes into contact with an enemy character, an NPC is made to appear, and automatic control of the NPC can be started from the appearance position. In other words, when the stored object is aimed at a specific part of the enemy character and hits it, the NPC will attack from the hit position, adding a new interest that mixes shooting elements and tactical elements.

[0037] A 16th invention is a program of any of the 1st to 15th inventions for causing the computer system to further function as a viewpoint switching means (e.g., the game management unit 210, viewpoint switching control unit 262 in Figure 14, step S102 in Figure 25) that can switch to a viewpoint based on an NPC being automatically controlled based on a viewpoint switching operation by the player that switches the viewpoint of the game screen during automatic control by the NPC automatic control means.

[0038] According to the sixteenth aspect of the present invention, even in a situation where the NPC is out of the player character's field of view or behind an obstacle, the player character can know how the NPC is behaving.

[0039] A seventeenth aspect of the present invention is a computer system for executing a game in which a player character and an enemy character battle each other, comprising: a movement control means for controlling the movement of a stored object in which an NPC (non-playable character) is stored, based on a predetermined action operation of a player that moves the stored object by throwing, hitting, firing, or other actions of the player character similar to these, until a given end condition is satisfied; an NPC appearance control means for controlling the appearance of an NPC stored in the stored object from the stored object that has satisfied the end condition; The computer system comprises an NPC automatic control means for automatically controlling the NPC that has appeared by the NPC appearance control means so that it performs a given action toward the enemy character.

[0040] According to the seventeenth aspect of the invention, a computer system that provides the same effects as the first aspect of the invention can be realized.

[0041] An eighteenth invention is the computer system according to claim 17, which is the server system in a game system in which the server system communicates with user terminals used by players to realize the competitive game.

[0042] A nineteenth invention is a game device for executing a game in which a player character battles an enemy character, the game device comprising: movement control means for controlling the movement of a stored object in which an NPC (non-playable character) is stored, based on a predetermined action operation by a player that moves the object by throwing, hitting, firing, or similar actions of the player character, until a given termination condition is satisfied; NPC appearance control means for controlling the appearance of an NPC stored in the stored object from the stored object that has satisfied the termination condition; and NPC automatic control means for automatically controlling the NPC appeared by the NPC appearance control means to perform a given action toward the enemy character.

[0043] The eighteenth and nineteenth inventions also provide the same effects as the first invention. [Brief explanation of the drawings]

[0044] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system according to a first embodiment. [Figure 2] A front view showing an example of the configuration of a user terminal. [Figure 3] FIG. 10 is a diagram illustrating a preparation operation for playing a game. [Figure 4] FIG. 10 is a diagram showing an example of a game screen display. [Figure 5] An explanatory diagram outlining attacks using sub-characters. [Figure 6] FIG. 10 is a diagram showing an example of a predictive display. [Figure 7] FIG. 10 is a diagram showing an example of changing flight control settings. [Figure 8] FIG. 10 is a diagram showing another example of changing the flight control settings. [Figure 9] FIG. 10 is a diagram showing an example of changing behavior control settings. [Figure 10] FIG. 10 is a diagram showing another example of changing the behavior control setting. [Figure 11] 10A and 10B are diagrams showing examples of changes to behavior control settings based on combinations of sub-characters and stored objects. [Figure 12] 10A and 10B are diagrams showing comparative examples of changes in behavior control settings based on the relative positional relationship between the appearance position of a sub-character and that of an enemy character. [Figure 13] 10A and 10B are diagrams for explaining the addition of viewpoints and viewpoint switching on the game screen. [Figure 14] FIG. 2 is a functional block diagram showing an example of the functional configuration of the server system according to the first embodiment. [Figure 15] FIG. 3 is a diagram showing an example of programs and data stored in a server storage unit of the first embodiment. [Figure 16] FIG. 10 is a diagram showing an example of the data configuration of sub-character initial setting data. [Figure 17] FIG. 10 is a diagram showing an example of the data structure of stored object initial setting data. [Figure 18] FIG. 10 is a diagram showing an example of the data configuration of flight control setting change pattern definition data. [Figure 19] FIG. 10 is a diagram showing an example of the data configuration of behavior control setting change pattern definition data. [Figure 20] FIG. 4 is a diagram showing an example of the data configuration of user management data. [Figure 21] FIG. 4 is a diagram showing an example of the data structure of play data. [Figure 22] FIG. 10 is a diagram showing an example of the data configuration of set stored object management data. [Figure 23] FIG. 2 is a functional block diagram showing an example of the functional configuration of a user terminal according to the first embodiment. [Figure 24] 10 is a flowchart illustrating a processing flow in the server system. [Figure 25] Flowchart continued from Figure 24. [Figure 26] 10 is a flowchart illustrating the flow of a storage setting process. [Figure 27] FIG. 10 is a functional block diagram showing an example of the functional configuration of a user terminal according to the second embodiment. [Figure 28] FIG. 10 is a diagram showing an example of programs and data stored in a server storage unit according to the second embodiment. [Figure 29] FIG. 10 is a diagram showing a modified example of the configuration of a user terminal (part 1). [Figure 30] FIG. 2 is a diagram showing a modified example of the configuration of a user terminal (part 2). DETAILED DESCRIPTION OF THE INVENTION

[0045] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.

[0046] [First embodiment] 1 is a diagram showing an example of the configuration of a game system according to this embodiment. The game system 1000 according to this embodiment is a computer system including a server system 1100 and multiple user terminals 1500 (1500a, 1500b, ...) that are capable of mutual data communication by connecting to a communication line 9, and is a content providing system that provides game content (also called game applications).

[0047] The communication line 9 refers to a communication path that allows data communication. That is, the communication line 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method can be either wired or wireless.

[0048] The server system 1100 includes a main device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140, and the main device 1101 is equipped with a control board 1150.

[0049] The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM, and ROM, and a communication device 1153. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip).

[0050] The server system 1100 performs arithmetic operations based on predetermined programs and data on the control board 1150, thereby realizing: 1) a user management function related to user registration, etc.; 2) a game management function that provides data necessary for registered users, players 2 (2a, 2b, ...), to play the game on user terminals 1500 (1500a, 1500b, ...), and manages game execution control on the user terminals 1500 (1500a, 1500b, ...); and 3) an online shopping function that sells various items usable in the game to users online. In other words, the game in this embodiment is realized as a kind of client-server online game.

[0051] Although the server system 1100 is shown as a single unit, it may be configured to include multiple blade servers that share various functions and are connected to each other via an internal bus for data communication. Alternatively, it may be configured such that multiple independent servers installed in remote locations communicate with each other via communication line 9, and function as the server system 1100 as a whole.

[0052] The user terminals 1500 (1500a, 1500b, ...) are computer systems used individually by the players 2 (2a, 2b, ...) to play games, and are electronic devices (electronic equipment) that can access the server system 1100 via the communication line 9 to play online games, and functionally function as game devices. The user terminals 1500 in this embodiment are devices known as smartphones, but may also be portable game devices, game controllers, personal computers, tablet computers, wearable computers, home game devices, arcade game devices, etc.

[0053] FIG. 2 is a front view showing an example of the configuration of the user terminal 1500 in this embodiment. The user terminal 1500 includes a directional input key 1502, button switches 1504, a touch panel 1506 that functions as both an image display device and a contact position input device, a speaker 1510, an internal battery 1509, a microphone 1512, an image sensor unit 1520, a control board 1550, and a memory card reader 1542 that can read and write data from a memory card 1540, which is a computer-readable storage medium. Other features include a power button, a volume control button, and the like (not shown). An IC card reader that can contactlessly read and write data from IC card-type credit cards or prepaid cards that can be used to pay for game play may also be provided.

[0054] The control board 1550 is equipped with various microprocessors such as a CPU 1551, GPU, DSP, etc., various IC memories 1552 such as VRAM, RAM, ROM, etc., a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless LAN base stations connected to the communication line 9, an interface circuit 1557, etc.

[0055] The interface circuit 1557 includes a driver circuit for the touch panel 1506, a circuit for receiving signals from the directional input keys 1502 and button switches 1504, an output amplifier circuit for outputting audio signals to the speaker 1510, an input signal generation circuit for generating audio signals collected by the microphone 1512, a circuit for inputting image data of an image captured by the image sensor unit 1520, and a signal input / output circuit for the memory card reader 1542.

[0056] These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. Note that part or all of the control board 1550 may be configured using an ASIC, FPGA, or SoC. The control board 1550 stores programs and various data for realizing the functions of the user terminal of the game of this embodiment in an IC memory 1552.

[0057] In this embodiment, the user terminal 1500 is configured to download the client program and various setting data from the server system 1100, but it may also be configured to read them from a storage medium such as a memory card 1540 obtained separately.

[0058] [Game Description] This embodiment is an online game in which the player controls a player character, who is the main character (meaning the playable character that is primarily controlled), and uses a sub-character, who is an allied NPC, to battle against enemy characters in the game space.

[0059] 3 is a diagram illustrating the preparation operations for playing the game of this embodiment. First, as a premise of the game, the player 2 can own the main characters 3 (3a, 3b, ...), the sub-characters 5 (5a, 5b, ...), and the stored objects 7 (7a, 7b, ...) as game contents. "Owning" here means having the right to use the game contents in the game.

[0060] The main character 3 is a character that is a candidate for a player character that exists in the game space as a substitute for the player 2. It can also be said to be a candidate for an avatar character.

[0061] The sub-character 5 is an NPC (non-playable character: a character automatically controlled by a computer) who is an ally of the player character.

[0062] The storage object 7 is an object that can store the sub-character 5. "Storage" refers to virtual storage in the game, and in this embodiment, the storage object 7 is an object that can virtually shrink and store the sub-character 5 in the game, and can be opened again after storage. The form of the storage object 7 is expressed as a bottle, capsule, box, bag, etc.

[0063] There are multiple types of main characters 3 (3a, 3b, ...), sub-characters 5 (5a, 5b, ...), and stored objects 7 (7a, 7b, ...) prepared in advance, and the player 2 acquires and possesses one or more of them before playing the game. For example, they may be given to the player in advance during the initial setup, or they may be purchased online. They may also be acquired when the acquisition situation is reached as the player progresses through the game.

[0064] To play the game, Player 2 performs several preparatory operations. The preparation operations in this embodiment include an operation of selecting a game space (same as the game space) to play in, and an operation of selecting a player character 4 from the main characters 3 (3a, 3b, ...) owned by the player 2. Also included is an operation of setting a combination of a stored object 7 to be used and a sub-character 5 to be stored therein.

[0065] When a storage object 7 and a sub-character 5 are combined, the sub-character 5 is treated as being stored in the storage object 7. This is called a set storage object 8. The set storage object 8 is treated as being owned or possessed by the player character 4 (main character 3a in the example of Figure 3). For example, it is treated as being carried around in a pocket or bag. In other words, player 2 can combine the storage object 7 with a main character 3 (3a, 3b, ...) that he or she owns.

[0066] When a storage object 7 and a sub-character 5 are combined, the storage object 7 and sub-character 5 used are each treated as "uncombinable," and overlapping combinations are no longer possible. However, depending on the type of storage object 7, it may be possible to store multiple sub-characters 5 at the same time, in which case the storage object 7 will not be treated as uncombinable until the storage limit is reached.

[0067] When game play begins, a game screen W4 such as that shown in Fig. 4 is displayed on the user terminal 1500. The game screen W4 of this embodiment is based on an image of the game space constructed in a virtual three-dimensional space, taken from diagonally above and behind the player character 4 being used (a so-called third-person perspective image). Of course, depending on the flavor of the game, the first-person perspective image of the player character 4 may also be used as the base.

[0068] The player 2 controls the player character 4 to move through the game space and fight against the enemy character 6 when it encounters it. In this embodiment, the enemy character 6 is an NPC, but in a fighting game in which players fight each other, the enemy character 6 is the player character or sub-character of the opposing player.

[0069] Attacks on the enemy character 6 can be made in two ways: by the player character 4 and by using the sub-character 5.

[0070] FIG. 5 is a diagram outlining an attack using a sub-character 5. Note that objects that appear in the game can be moved by throwing, hitting, firing, casting spells, activating skills, or other actions of the player character 4, such as flying, rolling, running, gliding, etc., but the following explanation will focus on movement by "flying." Of course, other types of movement are also possible.

[0071] An attack using a sub-character 5 is realized by a) the player character 4 throwing the set stored object 8 and sending it flying, b) hitting the enemy character 6 or a background object in the game space, c) making the stored sub-character 5 appear there, and d) the appeared sub-character 5 performing an attack action.

[0072] Specifically, as shown in FIG. 5(1), player 2 first performs a predetermined pre-flight operation. In the pre-flight operation, a set stored object list 10 is displayed on the game screen W4 (see FIG. 4), displaying set stored objects 8 in a selectable manner. Player 2 selects a set stored object 8 to throw from the list. In the example of FIG. 5(1), a set stored object 8a is selected.

[0073] Then, when an action operation is performed, the player character 4 throws the selected set stored object 8, as shown in Fig. 5(2). In this embodiment, the action used for the set stored object 8 is "throwing," but if the player character 4 is a robot or the like, the action used may be "firing" (or "ejecting" or "releasing") the set stored object 8.

[0074] It should be noted that the term "action operation" as used here includes not only operations that can be detected by ON / OFF, such as operating a specified button switch or touching a specified operation icon, but also operations that are determined as input detection based on the amount of detection detected in relation to the operational input, such as flicking operations using one or more fingers on a touch panel, sliding operations, and shaking the user terminal 1500 or game controller.

[0075] The throwing direction is the front direction of the player character 4. A throwing direction marker 12 (a dashed circle in the center of the screen in the example of FIG. 4) is displayed in front of the player on the game screen W4 (see FIG. 4), so the player can adjust the position and posture of the player character 4 so that the marker faces the desired throwing direction (throwing direction). In addition, a throwing force input bar 14 is displayed on the game screen W4, so the player can touch the bar to input the throwing force.

[0076] Note that the throwing direction and throwing force are not limited to being input in this way. For example, they may be input by a swipe operation on the touch panel 1506. That is, the swipe direction may be regarded as the throwing direction, and the swap distance and speed may be regarded as the input of the throwing force. Furthermore, in a configuration in which an acceleration sensor is mounted on the user terminal 1500 or a game controller unit detachable from the terminal, the throwing force may be input by holding the user terminal 1500 or the game controller unit in the hand and shaking it.

[0077] When the throwing direction and throwing force are input, the initial conditions for the throw are considered to have been determined, and the path (flight path) along which the thrown set stored object 8 will fly and its destination are determined. The flight path and destination can be determined by physical calculation or pseudo-physical calculation, selection from among multiple types of flight paths prepared in advance, or the like.

[0078] When the throwing force is input, the direction and force specifications for throwing are determined, and as shown in Fig. 6, a predicted trajectory 30 to be followed by the thrown set stored object 8 and a predicted flight destination 32 are displayed as a predicted display object on the game screen and notified to the player. In this embodiment, the appeared sub-character 5 is automatically controlled to attack the nearest enemy character 6 among the enemy characters 6 within the attackable range. Therefore, the predicted flight destination 32 essentially doubles as a predicted display of the enemy character 6 to be attacked when the appearance of the sub-character 5 stored in the flown set stored object 8 is controlled.

[0079] The "predicted trajectory" here may include a flight path and error range that are set based on the specifications of the throw at that time, such as the initial conditions. Similarly, the "predicted destination" may include a flight destination and error range that are set based on the specifications at that time.

[0080] Player 2 looks at this prediction display and considers whether the ball will fly along the intended course or to the intended location. Player 2 can then adjust the throwing direction and force by changing the facing direction of player character 4 or by touching the throwing force input bar 14 again.

[0081] If the predicted trajectory 30 and predicted flight destination 32 are as desired, the player 2 inputs a predetermined action operation to cause the player character 4 to throw the selected set stored object 8.

[0082] The thrown set storage object 8 is then released by the player character 4 and is controlled to move and fly along a flight path toward a destination until a given flight end condition is met.

[0083] The "flight termination condition" is a condition that must be met to terminate the movement of the set stored object 8, and can be set as appropriate. In this embodiment, the flight termination condition is contact with the set stored object 8 or another object. Therefore, the thrown set stored object 8 will eventually hit the enemy character 6, a background object, or another object, causing its flight to stop, and it will be placed at the position where it stopped, or an effect will be displayed in which the stored object is destroyed.

[0084] For a set stored object 8, when a given release condition is met, the sub-character 5 stored in the set stored object is released and appears in the game space, as shown in Figure 5 (3), and begins acting as the sub-character 5.

[0085] The "release condition" can be set as appropriate, but in this embodiment it includes at least the fulfillment of the flight end condition, but it can also be set as appropriate as an AND or OR condition with conditions such as the elapsed time from the start of flight reaching a predetermined time, approaching an enemy character 6, or being attacked by an enemy character 6.

[0086] The sub-character 5 that appears after being released from the set storage object 8 is an NPC, and is therefore automatically controlled by the computer. The example in FIG. 5 shows an example of an attack on an enemy character 6, but automatic action control other than attack may also be possible, such as control to defend an ally, control to restore the stamina value of an ally, or control to interfere with the actions of the enemy character 6, and these may be selected and executed preferentially depending on the type of sub-character 5. Alternatively, a configuration may be adopted in which the player 2 selects and sets one of a plurality of automatic actions.

[0087] The set storage object 8 that has satisfied the release conditions cannot be reused in the current game play, but can be reused in the next game play. Also, the set storage object 8 may become reusable after a predetermined time has elapsed since its use during the same game play.

[0088] Now, in order to create new interest or increase interest in a fighting game using a sub-character 5, in this embodiment, at least one of the control settings regarding the flight of the set stored object 8 (hereinafter referred to as the "flight control setting") and the control settings regarding the behavior of the stored sub-character 5 after it appears (hereinafter referred to as the "behavior control setting") can be changed depending on at least the combination of the sub-character 5 and the stored object 7.

[0089] The "flight control settings" are the setting values ​​of parameters related to the movement control after the configured storage object 8 is thrown or launched. For example, they may include a weight equivalent parameter value, flight path type, possible flight distance (equivalent to range), flight height, flight speed, error in the flight path and flight destination, the number of allowed bounces due to contact with other objects, and whether or not to adhere to the first contacted object. Of course, parameters other than these can also be used as appropriate as control parameters related to flight. When changing the flight control settings, at least one of the flight control settings is changed.

[0090] The flight path type can be rephrased as a flight path determination pattern. For example, it is possible to set physical calculation (or pseudo-physical calculation), linear movement, automatic tracking flight of a locked-on enemy character 6, etc. Furthermore, for each of these, detailed types can be added, such as flight with automatic obstacle avoidance a predetermined number of times, flight with permission to pass through obstacles (virtual penetration), etc.

[0091] The "behavior control settings" are setting values ​​of parameters related to the behavior control of the sub-character 5. For example, they may include durability (a value that is subtracted when damage is received and becomes incapable of action when it reaches "0"), attack power, defense power, movement ability, recovery power, search range, type of behavior, restrictions on movement (for example, types of terrain that can be moved, and conversely, types of terrain that cannot be moved), weight equivalent parameter values, etc. Of course, parameters other than these can also be used as appropriate as control parameters related to behavior. When changing the flight control settings, at least one of the behavior control settings is changed.

[0092] The "action type" referred to here refers to a pattern of the type of action that the sub-character 5 will take after appearing. Multiple types can be set for the same action type depending on the content. For example, even for actions classified as the same attack action, the following can be set: a) "search attack," in which the sub-character 5 performs a search action and attacks the enemy character 6 that it finds; b) "defense," in which the sub-character 5 attacks an enemy character 6 that enters the attackable range without moving much from its deployed position; c) "ally escort," in which the sub-character 5 follows an ally and attacks an approaching enemy character 6; and d) "support," in which the sub-character 5 prioritizes attacking an enemy character 6 that is attacking an ally. Of course, action types other than attack, such as "rescue," in which the sub-character 5 recovers the stamina of an ally, can also be set as appropriate.

[0093] In this embodiment, at least one of the degree of progress of the stored object 7 and the degree of progress of the sub-character 5 can be included as factors for changing the flight control settings and behavior control settings.

[0094] The "degree of progress" referred to here is the degree of growth of the stored object 7 or the sub-character 5. Depending on the game rules and the character settings of the sub-character 5 in the game world, this can be synonymous with growth, strengthening, evolution, improvement, repair, etc. In this embodiment, this is collectively referred to as "growth."

[0095] That is, when a sub-character 5 and a stored object 7 are used in game play, experience points are granted and accumulated according to the performance of that game play, and the sub-character 5 and the stored object 7 grow and improve in ability according to the accumulated experience points, according to the game rules. The degree of growth is represented by the stored object level and the character level, respectively, and even if the combined sub-character 5 and the stored object 7 are of the same type, the flight control settings and behavior control settings will be different if the character level of the combined sub-character 5 and the stored object level of the combined stored object 7 are different.

[0096] Furthermore, in this embodiment, flight control settings and behavior control settings can be changed based on the type of player character 4 used, the effects of items used for sub-character 5 (sub-character items), and items used for storage object 7 (storage object items).

[0097] Next, specific examples of changes to flight control settings and behavior control settings will be given.

[0098] FIG. 7 is a diagram showing an example of changing the flight control settings. FIG. 7(1) is a diagram showing an example of the possible flight distance, flight height, and flight path of a set stored object 8 when a sub-character 5a and a stored object 7a are combined.

[0099] FIG. 7(2) shows an example in which the storage object 7a in the combination of FIG. 7(1) is replaced with a storage object 7c, and shows an example in which the flight distance (corresponding to the range) is relatively extended.

[0100] The storage object 7c is set in the game as being "lighter" (having a smaller weight equivalent parameter value) than the storage object 7a. If the player 2 wants the sub-character 5a to appear farther away, this can be achieved by combining the storage object 7c, which is "lighter" than the storage object 7a.

[0101] FIG. 7(3) shows an example in which the sub-character 5a is replaced with the sub-character 5b in the combination of FIG. 7(1), thereby relatively increasing the possible flying distance.

[0102] Sub-character 5b is set in the game as being "lighter" than sub-character 5a. If player 2 wants to make a sub-character appear farther away even though the only unused stored object he has is storage object 7a, he can achieve this by combining storage object 7a with sub-character 5b, which is "lighter" than sub-character 5a.

[0103] FIG. 7(4) shows an example in which, while the combination of FIG. 7(1) remains the same, the sub-character item 21 that improves flight performance is used, thereby relatively increasing the flight distance and changing the type of flight path so that the enemy character 6 that has been locked on by performing a lock-on operation (operation to specify the flight target) during the throwing operation is tracked. Note that the method of the lock-on operation is not particularly limited. For example, the player may select one of the enemy characters 6 that exist within a predetermined range around the throwing direction marker 12 of the player character 4. Note that the enemy character 6 that has been selected as the flight target is identified by the lock-on marker 19 displayed on the game screen.

[0104] 7(4) the effect of the sub-character item 21 set (you can also say "associated" or "used") to the sub-character 5a is a game setting of "weight reduction" or "extension of possible flight distance." Even in the case of a combination of the sub-character 5a and the stored object 7a, by using the item, the weight equivalent parameter value of at least one of the stored object 7 or the sub-character 5 is reduced or adjusted, and flight control is variably controlled based on the value after the reduction or adjustment, thereby extending the possible flight distance.

[0105] FIG. 8 is a diagram showing another example of changing the flight control settings. In Figures 8(1) and 8(2), the types of the combined sub-character 5 and stored object 7 are the same, but the latter has a higher stored object level than the former. This shows an example in which the flight control settings have been changed so that the flight distance is extended and the flight error 20 is smaller for the latter.

[0106] In other words, since the combination of the stored object 7 in Figure 8 (2) and the sub-character 5 stored therein satisfies a given reduction condition (in this case, for example, the degree of progress of the stored object 7a has reached a predetermined reference value "Lv.5"), the weight equivalent parameter value of at least one of the stored object 7 or the sub-character 5 is reduced and adjusted, and variable control of flight control is performed based on the value after the reduction adjustment, resulting in an increase in the possible flight distance.

[0107] The "error" here refers to the variation in the possible flight range and destination. Specifically, this is achieved by adding random fluctuations within an error range of 20 to the flight path and destination determined by the throwing direction and throwing force.

[0108] When the type of flight path is set to "automatic tracking flight toward locked-on enemy character 6," the "error" referred to here is synonymous with the "hit rate" for the flight target. Also, even if a lock-on operation is not performed, the target destination is decided and the throwing operation is performed, so it can also be called the "hit rate" for whether or not the bullet will hit the flight target.

[0109] It is preferable to prepare an item that has a predetermined effect of "improving hit rate" so that when Player 2 uses this item, the error can be reduced (which is equivalent to improving hit rate).

[0110] Figure 8(3) shows an example in which the flight control settings are changed when a stored object item 22w that increases the flight altitude (height) of the stored object 7 is set and used in the combination of Figure 8(2). In this example, the throwing height can be increased, making it possible to throw the set stored object 8 over the obstacle 24 to the other side.

[0111] In Figure 8(4), the types of combined sub-characters 5 and stored objects 7 are the same as in Figure 8(1), but the main character 3b, which has a higher throwing ability than the main character 3a, is selected as the player character 4, and this shows an example in which the error 20 remains the same but the throwable height is improved.

[0112] FIG. 9 is a diagram showing an example of changing the behavior control settings. Comparing Figure 9(1) and Figure 9(2), the combination of sub-character 5 and stored object 7 combined as the set stored object 8 to be thrown is the same, but the degree of growth of sub-character 5 is different, and the behavior control settings have been changed so that the search range 26 of the latter is expanded and the attack power is also increased compared to the former.

[0113] Comparing Figure 9(2) and Figure 9(3), the growth rate of the sub-character 5 and the stored object 7 is the same, but the types of the combined stored object 7 are different. The behavior control settings have been changed so that the attack power of the stored object 7h in Figure 9(3) is greater than that of the stored object 7a in Figure 9(2).

[0114] FIG. 10 is a diagram showing another example of changing the behavior control settings. One of the behavior control settings is a setting of restrictions on movement, such as whether or not the character can move over an obstacle 24. As shown in FIG. 10(1), the restrictions on the movement of the sub-character 5a (character without arms) include the obstacle 24. Therefore, in order to attack the enemy character 6, the character must move around the obstacle 24.

[0115] On the other hand, as shown in Figure 10(2), the restrictions on the movement of sub-character 5b (a character with arms) do not include obstacles 24. Therefore, in order to attack enemy character 6, sub-character 5b can climb over obstacles 24 and begin attacking in a shorter time than sub-character 5a.

[0116] 10(3), even if the combination of sub-character 5 and stored object 7 is the same as in FIG. 10(1), by using an item, it is possible to give sub-character 5a the same abilities as sub-character 5b. For example, when a stored object item 22r having a ladder-like effect is used and set on the stored object 7, the behavior control settings are changed so that the restrictions on the movement of sub-character 5a do not include obstacles 24, and sub-character 5a can overcome obstacles 24 and begin attacking in a short time, just like sub-character 5b in FIG. 10(2).

[0117] It is preferable to represent the storage object items 22 (22w, 22r) and the like in the game as items that are attached to the storage object 7. For example, they can be represented as straps, covers, holders, stickers, replacement caps, cap covers, and the like that are attached to the storage object 7.

[0118] FIG. 11 is a diagram showing an example of a change in behavior control settings based on a combination of a sub-character 5 and a stored object 7. In FIG. Usually, when the sub-character 5 attacks the enemy character 6 locally, it is determined randomly which part of the enemy character 6 to attack. As a result, all parts of the enemy character 6 are attacked evenly.

[0119] However, as shown in FIG. 11, priority can be assigned to attack parts based on the combination of the sub-character 5 and the stored object 7. In other words, it is possible to bias the probability, weight, and priority of selecting a part as an attack target. That is, in the example of FIG. 11(1), when the sub-character 5a is combined with the stored object 7j, the attack weight for each part of the enemy character 6 is normally "head 1: torso 1: arms 1: legs 1," but this is changed to a head-biased weight. In the example of FIG. 11(2), the same sub-character 5a is combined with the stored object 7k, but the attack weight is changed to prioritize the arms and legs. Examples of setting the priority and tendency for selecting attack parts are not limited to the example of FIG. 11 and can be set as appropriate. Furthermore, the parts are not limited to the example of FIG. 11 and can be set as appropriate depending on the design of the enemy character 6.

[0120] In this embodiment, the behavior control settings of the sub-character 5 can be changed based on the relative positional relationship between the appearance position and the position of the enemy character 6.

[0121] FIG. 12 shows a comparative example of changing the behavior control setting based on the relative positional relationship between the appearance position and the enemy character. FIG. 12(1) shows a case where the relative positional relationship does not satisfy a predetermined distance condition. That is, the set stored object 8 flown by the player character 4 comes into contact with another object (in this case, a ground object) at a location away from the enemy character 6, thereby satisfying the flight end condition. The stored sub-character 5 appears at a location away from the enemy character 6. In this case, the sub-character 5 is automatically controlled to search for the enemy character 6, move toward the nearest enemy character 6, and perform a first type of attack behavior (a body slam in the example of FIG. 12(1)) on a first designated part of the enemy character 6 (the torso in the example of FIG. 12(1)).

[0122] FIG. 12(2) shows a case where the relative positional relationship satisfies a predetermined distance condition. That is, the set stored object 8 flown by the player character 4 comes into contact with the enemy character 6, thereby satisfying the flight end condition. The set stored object 8 is depicted as being broken upon hitting the enemy character 6 and being opened. In this case, the stored sub-character 5 appears at the position where the set stored object 8 hit. It is depicted as being attached to the enemy character 6. Then, the sub-character 5 is automatically controlled to perform a second type of attack action (a kick in the example of FIG. 12(2)) on a second designated part of the enemy character 6 (the part of contact of the set stored object 8: the head in the example of FIG. 12(2)). Then, the behavior control settings are changed so that the attack power of the sub-character 5 is improved compared to the case of FIG. 12(1).

[0123] By changing the behavior control settings based on such relative positional relationships, it becomes possible to advance the subsequent developments more advantageously depending on whether or not the set stored object 8 can hit the enemy character 6, compared to when it fails to hit. In other words, an element of a shooting game is added, which can further increase the interest of the game.

[0124] The elements that define the relative positional relationship are not limited to the relative distance and whether or not there is contact between the two characters. The direction of the appearance position as seen from the enemy character 6 can also be used as a defining element.

[0125] In this way, by making it necessary to combine a sub-character 5 with a stored object 7 so that it can be used in the game, and by changing the flight control settings and action control settings according to that combination, the game situation becomes much more diverse than a configuration in which the sub-character 5 to be used in the game is simply selected, a deck is chosen, and the sub-character 5 appears in the game at the desired timing, and the element of tactical thinking about how to combine the sub-characters 5 and stored objects 7 on hand to conquer the game increases, creating new excitement.

[0126] Furthermore, the flight control settings and behavior control settings can be changed depending on the selection of the main character 3 to be the player character 4 and the use of items, making it possible to control the appearance of the sub-character 5 in the game space by throwing the configured stored object 8, and to realize a wider variety of abilities and behavior types of the sub-character 5 after it appears.

[0127] In addition, in this embodiment, it is possible to prepare the set stored object 8 even during gameplay, so that the player is not limited to the deck organized before gameplay, and can flexibly play tactics according to the current battle situation, which creates an unprecedented level of game fun.

[0128] Since the set stored object 8 is flown, the destination of the set stored object 8 may be beyond an obstacle that cannot be seen from the player character 4. In such a case, the state of the sub-character 5 that has appeared at the destination cannot be seen from the game image from the viewpoint based on the player character 4 (a virtual camera arranged in the game space). Therefore, in this embodiment, each time a sub-character 5 appears, a viewpoint based on that sub-character is added, allowing the player to switch the viewpoint on the game screen.

[0129] FIG. 13 is a diagram for explaining the addition of a viewpoint and the switching of the viewpoint on the game screen. A player viewpoint virtual camera 41 is always set as a viewpoint based on the player character 4. When a sub-character 5 appears, a sub-character viewpoint virtual camera 42 is newly set as a viewpoint based on that sub-character. The sub-character viewpoint virtual camera 42 may be a third-person viewpoint or a first-person viewpoint (the viewpoint of the sub-character 5).

[0130] When a virtual camera is added, viewpoint switching operation icons 15 (15a, 15b) are displayed to switch between each virtual camera as the viewpoint of the game screen. In the example of Fig. 13, the first viewpoint switching operation icon 15a corresponds to the player viewpoint virtual camera 41, and the second viewpoint switching operation icon 15b corresponds to the sub-character viewpoint virtual camera 42.

[0131] The viewpoint of game screen W5 is set to player-viewpoint virtual camera 41 by default, but when second viewpoint switching operation icon 15b is operated during play, the viewpoint is switched to sub-character viewpoint virtual camera 42, and game screen W6 is displayed on touch panel 1506 with sub-character viewpoint virtual camera 42 as the viewpoint. When player-viewpoint virtual camera 41 is operated, the viewpoint is switched again, and game screen W5 is displayed on touch panel 1506.

[0132] In this way, the player can arbitrarily select the viewpoint associated with the sub-character 5 that has appeared and switch it to the viewpoint of the game screen, thereby making it possible to know the state of the sub-character 5 that is in a place that cannot be seen from the viewpoint of the player character 4.

[0133] [Explanation of functional configuration] 14 is a functional block diagram showing an example of the functional configuration of a server system 1100 according to this embodiment. The server system 1100 according to this embodiment includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.

[0134] The operation input unit 100s is a means for inputting various operations for managing the server, and corresponds to the keyboard 1106 in FIG.

[0135] The server processing unit 200s is realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory, and controls the input and output of data between the server processing unit 200s and each functional unit including the operation input unit 100s and the server storage unit 500s. The server processing unit 200s performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the user terminal 1500, etc., and comprehensively controls the operation of the server system 1100.

[0136] The server processing unit 200s of this embodiment includes a user management unit 202, an online shopping management unit 204, a game management unit 210, a timing unit 288s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units may also be included as appropriate.

[0137] The user management unit 202 performs processing related to user registration procedures and manages data for each user linked to a user account. In this embodiment, the user management unit 202 has the following functions: 1) assigning a unique user account to each registered user, 2) registration information management for registering and managing personal information for each user account, 3) ledger management for electronic payment media consumed for payment of billing elements (in this embodiment, online shopping and play fees, etc.), 4) play history management for managing login and logout histories for playing games, and 5) management of game save data. Of course, the user management unit 202 may also include other data management functions linked to accounts as appropriate.

[0138] The online shopping management unit 204 is responsible for controlling online shopping, and can be realized by appropriately utilizing known online shopping technology. In this embodiment, the player can purchase a main character 3, sub-characters 5, stored objects 7, items, etc. through online shopping. Items for sale in online shopping can also be set as appropriate.

[0139] The game management unit 210 performs various processes related to the management of game execution. Since the game of this embodiment is a client-server online game, the game management unit 210 of this embodiment controls the provision of data necessary for game play while communicating with the user terminal 1500. The game management unit 210 of this embodiment has a preparation setting unit 220, a flight control unit 230, a predictive display control unit 236, a sub-character appearance control unit 240, a sub-character automatic control unit 250, a progress control unit 260, and a viewpoint switching control unit 262. Of course, other functional units may also be included as appropriate.

[0140] The preparation setting unit 220 performs various settings related to preparation for game play based on the player's operations. Specifically, the preparation setting unit 220 has a player character setting unit 222, a storage setting unit 224, and an item setting unit 226.

[0141] The player character setting unit 222 selects and sets a character to be the player character 4 from among a plurality of characters based on the player's operation.

[0142] The storage setting unit 224 sets a stored object by selecting an NPC to store and an object to store from among a plurality of NPCs and a plurality of objects based on a selection operation by the player. If the stored object can store a plurality of sub-characters 5, the storage setting unit 224 can select a plurality of NPCs to store. More specifically, the storage setting unit 224 sets an association between the sub-characters 5 and the stored object 7 and creates a set stored object 8.

[0143] The item setting unit 226 associates a given item with a stored object and / or an NPC stored in the stored object based on an operation input by the player. More specifically, the item setting unit 226 performs usage settings for a sub-character item 21 (see FIG. 7) for the sub-character 5 and a stored object item 22 (see FIG. 8) for the stored object 7.

[0144] In addition to the above-mentioned functions, the preparation setting unit 220 can also set a game space to be used for game play from among a plurality of game spaces (also called game stages) based on the player's operational input.

[0145] The flight control unit 230 controls the flight of a stored object in which an NPC is stored, based on an action operation by the player, until a given flight end condition is met. More specifically, the flight control unit 230 changes the flight control settings based on the combination of a stored object 7 and a sub-character 5 combined as a set stored object 8, and controls the movement of the set stored object 8 based on the changed flight control settings.

[0146] For example, the flight control unit 230 changes the flight control settings of the set stored object 8 to be thrown. Then, based on the changed flight settings, it determines the flight destination and the flight path to get there based on the specifications related to the throw at that time (such as the throwing direction and throwing force in this embodiment). These are the predicted flight destination and the basis for determining the predicted trajectory. Then, it determines the flight destination and flight path based on the specifications at the time the action operation is performed, and controls the movement of the set stored object 8 so that it moves toward the flight destination along the determined flight path.

[0147] The prediction display control unit 236 controls the display of a prediction display showing a predicted trajectory 30 of flight control and / or a predicted flight destination 32. The display control of the predicted flight destination 32 also serves as a prediction display of an enemy character 6 that will be attacked when a sub-character 5 appears.

[0148] The sub-character appearance control unit 240 controls the appearance of an NPC stored in a storage object that has satisfied the flight end condition. For example, the sub-character appearance control unit 240 controls the release and appearance of the sub-character 5.

[0149] The sub-character automatic control unit 250 automatically controls the NPC that has appeared by the sub-character appearance control unit 240 so that it performs a given action toward the enemy character. However, automatic control is only possible until the time limit set for the NPC has elapsed. For example, automatic action control of the sub-character 5 is performed.

[0150] The sub-character automatic control unit 250 then changes the behavior control settings related to the automatic control based on the NPCs and stored objects that make up the set stored object. For example, the behavior control settings are changed based on the sub-characters 5 and stored objects 7 that make up the set stored object 8.

[0151] More specifically, the sub-character automatic control unit 250 can change the behavior control settings related to automatic control based on at least one of: a) the NPC stored in the stored object; b) if there are multiple stored NPCs, the combination of those NPCs; c) the object selected as the stored object; or d) the combination of the object selected as the stored object and the stored NPC.

[0152] In addition, the sub-character automatic control unit 250 can change the behavior control settings based on e) the character designated as the player character, and f) the item if an item is associated with the stored object and / or the NPC stored in the stored object.

[0153] In addition, the sub-character automatic control unit 250 can also determine whether or not to change the behavior control settings related to automatic control, or the extent of the change, based on whether or not the flown stored object has come into contact with an enemy character.

[0154] Furthermore, the sub-character automatic control unit 250 can change the behavior control settings related to automatic control based on the relative positional relationship between the position of the appeared NPC and the position of the enemy character.

[0155] The progress control unit 260 changes the parameter values ​​of the stored object by progress control such as improving the ability, strengthening, leveling up, etc. of the stored object. Also, the parameter values ​​of the NPC can be changed by progress control such as improving the ability, strengthening, leveling up, etc. of the NPC.

[0156] The viewpoint switching control unit 262 can switch the viewpoint to that of the automatically controlled NPC based on a viewpoint switching operation by the player that switches the viewpoint of the game screen during automatic control by the sub-character automatic control unit 250. For example, the viewpoint switching control unit 262 displays a viewpoint switching operation icon 15 (see FIG. 13) and controls switching of the viewpoint of the game screen in response to an operation on that operation icon.

[0157] The timekeeping unit 288s uses a system clock to keep track of the current date and time, the time limit, and the like.

[0158] The sound generation unit 290s is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds and background music related to system management and game play of the server system 1100. The audio signals related to system management are output to the sound output unit 390s.

[0159] 1, the sound output unit 390s corresponds to a speaker (not shown) provided in the main device 1101 or the touch panel 1108.

[0160] The image generation unit 292s can generate images related to system management of the server system 1100, game images (or data for displaying game images on the user terminal 1500), etc. The images related to system management can then be output to the image display unit 392s.

[0161] The image display unit 392s displays various images for system management based on the image signals input from the image generation unit 292s. For example, this can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of Figure 1, this corresponds to the touch panel 1108.

[0162] The communication control unit 294s executes data processing related to data communication, and realizes data exchange with external devices via the communication unit 394s.

[0163] The communication unit 394s realizes communication by connecting to the communication line 9. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, this corresponds to the communication device 1153.

[0164] The server storage unit 500s stores programs and various data for implementing various functions that allow the server processing unit 200s to comprehensively control the server system 1100. It is also used as a work area for the server processing unit 200s, and temporarily stores results of calculations executed by the server processing unit 200s according to various programs. This function is realized by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, online storage, etc. In the example of FIG. 1, this corresponds to storage media such as the IC memory 1152 and hard disk mounted on the main device 1101, and the storage 1140.

[0165] 15 is a diagram showing examples of programs and data stored in the server storage unit 500s in this embodiment. The server storage unit 500s in this embodiment stores a server program 501, a distribution game client program 502, sales management data 509, game space initial setting data 510, enemy character initial setting data 512, item initial setting data 516, main character initial setting data 518, sub-character initial setting data 520, stored object initial setting data 540, flight control setting change pattern definition data 570, and behavior control setting change pattern definition data 580.

[0166] The server storage unit 500s also stores, as data related to the game that is sequentially generated and managed, user management data 600, play data 700, and current date and time 800. The server storage unit 500s can also store other programs and data (for example, timers, counters, various flags, etc.) as appropriate.

[0167] The server program 501 is a program that is read and executed by the server processing unit 200s to realize the functions of the user management unit 202, the online shopping management unit 204, and the game management unit 210 (see FIG. 14).

[0168] The distribution game client program 502 is the original game client program provided to the user terminal 1500 .

[0169] Sales management data 509 stores data for defining and managing products sold through online shopping. For example, it stores items that can be purchased, the number of items in stock, and the corresponding charges (which in this embodiment corresponds to the amount deducted from the payment medium) in association with each other.

[0170] The game space initial setting data 510 is prepared for each game space and stores various initial setting data related to that game space. One game space initial setting data 510 includes a game space ID, map data, setting data for the type of terrain at each position in the map, enemy character appearance settings, storage object assignment conditions, sub-character assignment conditions, item assignment conditions, etc.

[0171] The storage object granting condition, sub-character granting condition, and item granting condition define the conditions that must be met in order to grant a new storage object, a new sub-character, or a new item to the player in the game space.

[0172] Enemy character initial setting data 512 is prepared for each type of enemy character and stores various initial setting data related to that enemy character. For example, one piece of enemy character initial setting data 512 includes the enemy character type, ability parameter values, and action type data that defines the action type. Of course, data other than these may also be included as appropriate.

[0173] The item initial setting data 516 is prepared for each item and stores various initial setting data related to the item. For example, one item initial setting data 516 stores the item type and definition data of the action and effect. If the item is a storage object item 22 (see FIG. 8), the target of the action and effect is mainly the flight control setting. The data defines which parameters of the flight control setting are the target of the action and effect, and the degree to which the value is changed by the action and effect. Note that in addition to the flight control setting, the action control setting can also be included. Similarly, if the item is a sub-character item 21 (see FIG. 7), the action control setting is mainly the target, but the flight control setting can also be included.

[0174] The main character initial setting data 518 is prepared for each type of main character 3 (see FIG. 3), and stores various initial setting data related to the main character. For example, one main character initial setting data 518 stores information such as the character type and the character's initial ability parameter values. Of course, it is assumed that the data also includes various data (for example, character model data, motion data, texture data, etc.) required to display and operate the character on the game screen.

[0175] Sub-character initial setting data 520 is prepared for each type of sub-character 5 (see FIG. 3), and stores various initial setting data related to the sub-character. For example, as shown in FIG. 16, one piece of sub-character initial setting data 520 includes sub-character type 521, sub-character attributes 522, initial character growth level 523, initial character experience value 524, and initial action control setting 530. Naturally, it is assumed that the data also includes various data (for example, character model data, motion data, texture data, etc.) required to display and operate the character on the game screen.

[0176] The initial behavior control settings 530 include, for example, an initial ability parameter value list 531, initial movement restrictions 532, initial weight equivalent parameter values ​​533, and initial behavior type definition data 534. Of course, data other than these may also be included as appropriate.

[0177] The initial action type definition data 534 is data relating to the initial settings of the automatic control of the character, and includes an initial action type 535, an initial attack content 536, and an initial action time limit 539. Of course, data other than these may also be included as appropriate.

[0178] The initial action type 535 indicates the type of action or action pattern that the sub-character can perform in the initial setting state. For example, reconnaissance attack, defense, ally escort, etc. are set. The sub-character is then automatically controlled according to an algorithm corresponding to the set action type.

[0179] The initial attack content 536 defines the content of the attack included in the action indicated by the initial action type 535. For example, it includes an initial attack part weight 537 and an initial attack type 538. Of course, data other than these can also be included as appropriate.

[0180] The initial attack part weight 537 defines the proportion, weight, and weighting of each part of the enemy character 6 to be given priority as an attack target part. The higher the weight, the more the sub-character is automatically controlled to attack that part with priority.

[0181] The initial attack type 538 defines the details of the attack method. For example, it is possible to set "standard attack priority" which prioritizes standard attacks that mainly use the standard attack method for the sub-character, "special attack priority" which prioritizes special attacks that are more powerful but have stricter usage counts and usage conditions than standard attacks, close-range attack priority, long-range attack priority, etc.

[0182] The initial action time limit 539 defines the initial setting of the time limit for automatic control of the sub-character. In this embodiment, it is the time measured from the time the sub-character appears until it becomes unable to act, that is, the movement time. Of course, it can also be a time limit with a different meaning. For example, it can be the movement time per action (for example, in a turn-based game where one character can take one action per turn, this corresponds to one turn).

[0183] 15, stored object initial setting data 540 is prepared for each type of stored object and stores various initial setting data related to the stored object. For example, as shown in FIG. 17, one stored object initial setting data 540 includes a stored object type 541, a stored object attribute 542, an initial stored object level 543, an initial stored object experience value 544, and an initial flight control setting 550. Of course, data other than these may also be included as appropriate.

[0184] The initial flight control settings 550 include an initial storage limit number 553, an initial number of simultaneously throwable items 554, an initial release condition 555, an initial possible flight distance 560, an initial flight altitude 561, an initial flight path type 562, an initial error 563, an initial bounce setting 564, an initial adhesion setting 565, and an initial weight equivalent parameter value 566. Of course, data other than these may also be included as appropriate.

[0185] 15, flight control setting change pattern definition data 570 is prepared for each flight control setting change pattern and stores various definition data related to that change pattern. For example, as shown in FIG. 18, one flight control setting change pattern definition data 570 includes change implementation requirements 571 and change content data 573.

[0186] The change implementation requirement 571 defines the requirements for selecting and applying the change pattern definition data. In this embodiment, it is described using AND or OR of multiple conditions. The type of condition used for the description can be set as appropriate. In this embodiment, the change implementation requirement 571 is described by combining one or more of a game space ID condition 571a, a player character type condition 571b, a stored object type condition 571c, a stored object attribute condition 571d, a stored object level condition 571e, a sub-character type condition 571f, a sub-character attribute condition 571g, and a sub-character level condition 571h. Note that the setting for each of these conditions may include "none."

[0187] Change content data 573 is prepared for each change that will be made when the change pattern definition data is applied, and the flight control setting item to be changed and the change content are stored in association with each other.

[0188] 15, behavior control setting change pattern definition data 580 is prepared for each behavior control setting change pattern and stores various definition data related to the change pattern. For example, as shown in FIG. 19, one behavior control setting change pattern definition data 580 includes a change implementation requirement 581 and change content data 583.

[0189] The change implementation requirement 581 defines the requirements for selecting and applying the change pattern definition data. In this embodiment, the requirement is described using AND or OR of multiple conditions. The types of conditions used for the description can be set as appropriate. In this embodiment, the change implementation requirement 581 is described by combining one or more of the following: a game space ID condition 581a, a player character type condition 581b, a stored object type condition 581c, a stored object attribute condition 581d, a stored object level condition 581e, a sub-character type condition 581f, a sub-character attribute condition 581g, a sub-character level condition 581h, an enemy character contact presence / absence condition 581j, an enemy character relative position condition 581k, an enemy character type condition 581m, a collision location condition 581n, and an appearance terrain type condition 581p. Note that each of these conditions may be set to "none."

[0190] The sub-character type condition 581f can set a single or multiple types of sub-characters 5. The case of setting a single can be used when the change pattern is to be applied when the condition is met regardless of the number of sub-characters 5 stored in the storage object 7. The case of setting multiple can be used when the change pattern is to be applied when the combination of sub-characters 5 stored in the storage object 7 is met.

[0191] The enemy character contact condition 581j is a condition regarding the presence or absence of a history of whether or not the flying set storage object 8 has come into contact with the enemy character 6 before the flight end condition is satisfied.

[0192] The enemy character relative position condition 581k defines a condition regarding the relative positional relationship with the enemy character 6. The relative positional relationship describing this condition can be set as appropriate, and the condition can be described using a single or multiple relative positional relationships. For example, the following can be used to describe the enemy character 6: proximity, which is a state in which contact or a melee attack is possible with the appeared sub-character 5 as the base; the enemy character 6 is within the attackable range; the enemy character 6 is outside the attackable range; the enemy character 6 is beyond an obstacle; the relative direction range; the relative distance range; etc.

[0193] The enemy character type condition 581m is a condition regarding the type of enemy character 6 with which the set storage object 8 (the storage object 7 storing the sub-character 5) flies and collides.

[0194] The collision part condition 581n is a condition related to the part of the enemy character 6 with which the set storage object 8 flies and collides.

[0195] The appearance terrain type condition 581p is a condition regarding the type of terrain at the position where the set storage object 8 flies and collides, or at the position where the sub-character 5 appears.

[0196] The change content data 583 is prepared for each change that will be made when the change pattern definition data is applied, and stores the behavior control setting item to be changed and the change content in association with each other.

[0197] Therefore, by appropriately setting the change implementation requirements 581 and the change content data 583, it is possible to vary the behavior and abilities of the sub-character 5 after it appears in various ways. For example, even if the same sub-character 5 appears when the set stored object 8 collides with an enemy character 6 of type A and when it appears when it collides with an enemy character 6 of type B, the pattern of automatic behavior control after it appears and its attack ability can be made different. Furthermore, even if it collides with the same enemy character 6, the pattern of automatic behavior control after it appears and its attack ability can be made different depending on which part of the enemy character 6 the stored object 7 collides with.

[0198] By describing the change implementation requirements 581 and the change content data 583 in an appropriate combination, it becomes possible to change the behavior control settings in a variety of ways under a variety of conditions. For example, the following behavior control settings can be made. 1) By including the enemy character contact condition 581j of "contact present" in the change implementation requirements 581, it is possible to set whether or not to change the behavior control settings related to automatic control so that the change pattern can be applied when the set stored object 8 hits the enemy character 6. Then, the degree of change can be set by the change content of the change content data 583.

[0199] 2) In the change content data 583, if the ability parameter value (corresponding to the initial ability parameter value list 531 in Figure 17) is set in the behavior control setting item to be changed, it will be possible to change specific abilities of the sub-character 5 if the change implementation requirements 581 are met.

[0200] 3) In the change content data 583, if movement restrictions (corresponding to the initial movement restrictions 532 in Figure 17) are set as the behavior control setting items to be changed, it becomes possible to remove or increase the movement restrictions if the change implementation requirements 581 are met.

[0201] 4) In the change content data 583, if a weight equivalent parameter value (corresponding to the initial weight equivalent parameter value 533 in Figure 17) is set in the behavior control setting item to be changed, when the change implementation requirements 581 are met, the sub-character 5 can be made lighter and the flight distance of the set stored object 8 of the sub-character can be extended.

[0202] 5) In the change content data 583, if the action type (corresponding to the initial action type definition data 534 in Figure 17) is set as the action control setting item to be changed, the content of the automatic action of the sub-character 5, particularly the content of the attack action, can be changed if the change implementation requirements 581 are met.

[0203] Of course, the change implementation requirement 581 may include a single condition. For example, if only the stored object type condition 581c is included, it is possible to set a specific change to be applied whenever a specific stored object 7 is used.

[0204] Returning to Fig. 15, user management data 600 is prepared for each registered user and stores various data linked to an account, which is unique identification information. In this embodiment, as shown in Fig. 20, for example, one piece of user management data 600 includes a unique user account 601, payment medium ledger data 602, play history data 603, and game save data 610. Of course, data other than these may also be included as appropriate.

[0205] The payment medium ledger data 602 is a so-called ledger that stores information on the amount of replenishment / consumption of payment medium for electronic payment associated with the user (for example, virtual currency, in-game currency, specific items, specific parameter values ​​such as stamina, etc.), the reason for replenishment / consumption, and the date and time of change. It can be interpreted as billing history data or billing history information.

[0206] The play history data 603 is data that describes when the game was played, what the playing results were, etc., and is stored in chronological order of the play, and is automatically updated at the time of login / logout.

[0207] The game save data 610 stores various data describing the results of the previous game play and the state of the game progress. For example, it includes owned main character save data 612, owned stored object save data 614, owned sub-character save data 616, and owned item data 618. Of course, other data may also be included as appropriate.

[0208] 15 , play data 700 is prepared for each game play executed on the user terminal 1500 and stores various data describing the game progress status and various information related to the display of the game screen, such as control data for each character. As shown in FIG. 21 , one piece of play data 700 includes, for example, a play start date and time 701, a player account 702 that is the user account of the user designated as the player, user terminal access information 703 for accessing the player's user terminal 1500, a used game space ID 704, player character control data 705, enemy character control data 706, set stored object management data 710, predictive display control data 740, appeared sub-character automatic control data 750, and virtual camera control data 752. Naturally, data other than these may also be included as appropriate.

[0209] The player character control data 705 and enemy character control data 706 are prepared for each player character 4 and enemy character 6, respectively, and store various data describing the latest state of the character in the game space (e.g., position coordinates, posture, ability parameter values, motion control data of the character model, etc.).

[0210] The set stored object management data 710 is created each time the player sets a combination of a sub-character and a stored object, that is, for each set stored object, and various data relating to the set stored object is stored therein.

[0211] 22, one set of stored object management data 710 includes a unique stored object ID 711, a latest flight control setting 712, an applicable stored object item ID 714, stored character management data 720, a throw vector 728, flight destination coordinates 730, flight path data 731, a flight speed vector 732, position coordinates 734, a contact flag 736, and an open flag 738. Of course, other data may also be included as appropriate.

[0212] The types of data included in the latest flight control settings 712 are the same as those in the initial flight control settings 550 (see FIG. 13). When the latest flight control settings 712 are initially set, the initial flight control settings 550 (see FIG. 17) of the stored object are copied, but these are changed depending on the combination with the sub-character 5, etc.

[0213] The applicable storage object item ID 714 is the item ID of the storage object item 22 (see, for example, FIG. 8) associated with the storage object.

[0214] Stored character management data 720 is created for each sub-character combined with the set stored object, and stores various data related to the sub-character. One stored character management data 720 includes, for example, a stored character ID 721, a latest behavior control setting 722, an applicable sub-character item ID 723, and an appearance date and time 724.

[0215] The types of data included in the latest behavior control settings 722 are the same as those in the initial behavior control settings 530 (see FIG. 12). Initially, the latest behavior control settings 722 are copied from the initial behavior control settings 530 (see FIG. 16) of the sub-character, but are changed depending on the combination with the stored object 7, etc.

[0216] The applicable sub-character item ID 723 is the item ID of the sub-character item 21 (see FIG. 7, for example) associated with the sub-character.

[0217] The throw vector 728 stores the initial condition for throwing the set stored object 8. In this embodiment, it is a vector based on the throwing direction and throwing force. In this embodiment, the throwing direction is successively updated to match the front direction of the player character 4 (the direction of the throwing direction marker 12; see FIG. 4). The throwing force is set to a predetermined initial value, but when a touch operation on the throwing force input bar 14 (see FIG. 4), i.e., an input operation of the throwing force, is detected, it is updated to a throwing force corresponding to the touched position.

[0218] The flight destination coordinates 730 store the position coordinates in the game space that will be the flight destination. However, if the flight path type of the set stored object 8 is set to a type that causes the object to fly so as to track the enemy character 6 that has been set (locked on) as the flight target, the flight destination coordinates 730 stores the position coordinates of the enemy character 6 that is the flight target, or a pointer that stores the position coordinates.

[0219] The flight path data 731 is a function indicating the path along which the set storage object 8 will fly or a list of coordinate values ​​of passing points. It is created when the set storage object 8 starts to be thrown, and the object will be controlled to move along the path of the data. The path may be determined by physical calculation or pseudo-physical calculation, or a predefined function such as a pseudo-parabola may be applied.

[0220] The contact flag 736 indicates whether the set stored object 8 of the management data has come into contact with the enemy character 6. The initial value at the start of flight control is "0 (no contact)" and is automatically changed to "1 (contact)" upon contact with the enemy character 6.

[0221] The release flag 738 is set to "1" when a sub-character 5 is stored in the set storage object 8, and is changed to "0" when the release conditions included in the latest flight control settings 712 (initial release conditions 555 (see Figure 17) are copied or changed) are met and the stored sub-character 5 is released and appears in the game space.

[0222] The already-appeared sub-character automatic control data 750 is created when a sub-character 5 is released from the already-set storage object 8 and appears in the game space. It stores various data describing the latest state of the sub-character (for example, position coordinates, posture, ability parameter values, motion control data for the character model, remaining movement time (remaining time of the action time limit), etc.).

[0223] Virtual camera control data 752 is prepared for each virtual camera and stores various parameter values ​​that describe the latest state of that virtual camera. One piece of virtual camera control data 752 stores data such as a unique virtual camera ID, a corresponding character ID that indicates which character's viewpoint the virtual camera is set as, position coordinates and attitude within the game space, and angle of view. In this embodiment, the player viewpoint virtual camera 41 (see FIG. 13) is created at the start of the game, but each time a sub-character 5 appears in the game space, data for a sub-character viewpoint virtual camera 42 associated with that sub-character is created.

[0224] 23 is a functional block diagram showing an example of the functional configuration of a user terminal 1500 according to this embodiment. The user terminal 1500 according to this embodiment includes an operation input unit 100, a device processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a device storage unit 500.

[0225] The operation input unit 100 outputs operation input signals corresponding to various operation inputs made by the player to the device processing unit 200. For example, this can be realized by a push switch, a joystick, a touchpad, a trackball, an acceleration sensor, a gyro, a CCD module, etc. Examples of such devices include the direction input keys 1502, button switches 1504, and touch panel 1506 in FIG. 2.

[0226] The device processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, and an IC memory, and controls the input and output of data between the device and each functional unit including the operation input unit 100 and the device storage unit 500. The device processing unit 200 controls the operation of the user terminal 1500 by executing various types of arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100, and various types of data received from the server system 1100. This corresponds to the control board 1550 in FIG. 2. The device processing unit 200 in this embodiment includes a user terminal arithmetic unit 280, a timer unit 288, a sound generation unit 290, and a communication control unit 294.

[0227] The user terminal calculation unit 280 includes an operation signal transmission control unit 281 and a game screen display control unit 282 .

[0228] The operation signal transmission control unit 281 executes processing for transmitting various data and requests to the server system 1100 in response to operations performed on the operation input unit 100 .

[0229] The game screen display control unit 282 performs control for displaying a game screen based on various data received from the server system 1100. In this embodiment, the server system 1100 is configured to generate a game space image (for example, a 3DCG image), but it is also possible to generate the game space image in the user terminal 1500. In that case, the game screen display control unit 282 will include control of objects arranged in a virtual three-dimensional space for generating the 3DCG, for example.

[0230] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of playing audio files, etc., and generates sound signals of game-related sound effects, background music, and various operation sounds based on the processing results by the game screen display control unit 282, and outputs them to the sound output unit 390.

[0231] The sound output unit 390 is realized by a device that outputs sound effects, background music, etc. based on the sound signal input from the sound generation unit 290. This corresponds to the speaker 1510 in FIG.

[0232] The image display unit 392 displays various game images based on image signals input from the game screen display control unit 282. For example, this can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In this embodiment, this corresponds to the touch panel 1506 in FIG. 2.

[0233] The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394. The communication unit 394 realizes communication by connecting to a communication line 9. For example, this is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc., and corresponds to the wireless communication module 1553 in FIG.

[0234] The terminal storage unit 500 stores various data and programs for implementing various functions that allow the device processing unit 200 to comprehensively control the user terminal 1500. It is also used as a work area for the device processing unit 200, and temporarily stores the results of calculations executed by the device processing unit 200 in accordance with the various programs, input data input from the operation input unit 100, and the like. These functions are implemented by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, etc. The IC memory 1552 and memory card 1540 mounted on the control board 1550 in FIG. 2 correspond to these.

[0235] The terminal storage unit 500 of this embodiment stores a game client program 504. Of course, other programs and data can also be stored as appropriate.

[0236] The game client program 504 is application software that is read and executed by the device processing unit 200 to realize the functions of the user device calculation unit 280. In this embodiment, it is a copy of the distribution game client program 502 (see FIG. 15) provided by the server system 1100.

[0237] The game client program 504 may be a dedicated client program depending on the technical method used to realize the online game, or may be configured as a web browser program and a plug-in that realizes interactive image display.

[0238] [Explanation of operation] Next, a description will be given of the flow of processing in the server system 1100. The flow of processing described here is realized by the server processing unit 200s executing the server program 501.

[0239] 24 and 25 are flowcharts for explaining the flow of processing in the server system 1100 related to one game play. The server system 1100 accepts the selection of the game space to be used and the selection of the main character 3 to be used as the player character 4 (step S10). For example, for the game space to be used, the user terminal 1500 presents selectable game spaces defined by the game space initial setting data 510, and accepts a selection operation for which space to play. For the player character 4, a list of main characters 3 owned by the player is presented selectable, and accepts a selection operation.

[0240] Next, the server system 1100 sets the set stored objects 8 that are to be possessed by the player character 4 from the start of game play (step S12). Specifically, a predetermined number of set storage objects 8 can be set, and a storage setting process is executed for each of them.

[0241] FIG. 26 is a flowchart illustrating the flow of the storage setting process. In this process, the server system 1100 first accepts a selection of a sub-character 5 and a stored object 7 to be combined (step S50). Specifically, the user terminal 1500 extracts unused sub-characters 5 and stored objects 7 (those without set stored object management data 710: see FIG. 22) from among the sub-characters 5 and stored objects 7 owned by the player and presents them as selectable. At this time, if the selected stored object 7 has an initial upper limit of storable objects 553 (see FIG. 17) of more than one, multiple selections of sub-characters 5 to be combined can be accepted, with this upper limit set as the upper limit. This results in the primary setting of the set stored object 8, and new set stored object management data 710 is created in the play data 700 (see FIG. 21).

[0242] Next, the server system 1100 initializes the latest flight control setting 712 and the latest action control setting 722 according to the combination of the sub-character 5 and the stored object 7 (step S52; see FIG. 22). Specifically, the initial flight control settings 550 (see Figure 17) of the selected stored object 7 are copied into the latest flight control settings 712, and the initial behavior control settings 530 (see Figure 16) of the selected sub-character 5 are copied into the latest behavior control settings 722 and initialized.

[0243] Next, the server system 1100 changes the initialized latest flight control settings 712 and latest behavior control settings 722 based on the flight control setting change pattern definition data 570 (see FIG. 18) and the behavior control setting change pattern definition data 580 (see FIG. 19) (step S54). When the storage setting process is executed in step S12, the initial conditions for the flight of the set storage object 8 to be set remain unset. Therefore, among the behavior control setting change pattern definition data 580 (see FIG. 19), the change patterns including the enemy character contact condition 581j and the enemy character relative position condition 581k are not applied at this stage.

[0244] Then, the server system 1100 causes the user terminal 1500 to display a message informing the player of how the latest flight control setting 712 and the latest behavior control setting 722 are set (step S56). By looking at this notification display, the player can determine whether the combination to be created this time is appropriate.

[0245] If the player is not satisfied with this notification display, he or she can adjust the parameter values ​​related to this combination by using an item. That is, when the user terminal 1500 detects an operation to use an item that has the effect of changing either the flight control setting or the behavior control setting (NO in step S58 → YES in step S60), the server system 1100 associates the used item with the destination (stored object 7, sub-character 5) (step S62). Then, based on the effect of the used item, the latest flight control setting 712 or the latest behavior control setting 722 is changed (step S64), and the process returns to step S56. If an operation to change the combination of the sub-character 5 and the stored object 7 is detected (YES in step S66), the process returns to step S52.

[0246] Then, when detecting input of a predetermined storage setting completion operation at the user terminal 1500 (YES in step S58), the server system 1100 ends the storage setting process.

[0247] Returning to FIG. 24, next, the server system 1100 starts controlling the progress of game play (step S70). That is, background objects are arranged in the virtual three-dimensional space to form a game space, and the player character 4 and enemy character 6 are arranged. Then, the player character 4 is made to move in accordance with the operation input of the player character 4, and automatic control of the enemy character 6 is started. In addition, controls basically required for controlling the progress of a fighting game are also started as appropriate.

[0248] After the game play starts, if an operation to acquire a specified sub-character 5 or stored object 7 (for example, a purchase through online shopping) is performed on the user terminal 1500 (YES in step S72), the server system 1100 executes the process to acquire the stored object 7 (step S74).

[0249] Furthermore, if, after the start of game play, the game progress satisfies the conditions for granting a stored object or a sub-character in the game space indicated by the used game space ID 704 (see the game space initial setting data 510 in Figure 15) (YES in step S76), the server system 1100 grants the player a new sub-character 5 or a stored object 7 according to the conditions that have been met (step S78).

[0250] In this way, according to this embodiment, the player has the opportunity to obtain materials to use the sub-character 5 even during gameplay. In conventional fighting games that allow the use of sub-characters, only pre-prepared sub-characters can be used in gameplay. As a result, some players may find that their planned strategies and tactics are off the mark early in the game, preventing them from progressing, and may simply abandon or reset the game. However, in this embodiment, the player has the freedom to make their next move depending on the battle situation, creating the fun of trying to turn the tide during gameplay.

[0251] After the start of game play, if a predetermined operation to start storage setting is input on the user terminal (YES in step S90), the server system 1100 executes storage setting processing (step S91).

[0252] Then, when input of a predetermined pre-flight operation is detected on the user terminal 1500 during game play (YES in step S92), the server system 1100 starts control to adjust the direction of the throwing vector 728 (see Figure 22) so that it is sequentially aligned with the front direction of the player character 4 (step S93).

[0253] Next, the server system 1100 displays the set stored object list 10 (see FIG. 4) on the user terminal 1500 and accepts the selection operation of the set stored object 8 to be thrown (step S94). At this time, if the number of simultaneous throwable objects (copied value of the initial simultaneous throwable object number 554 in FIG. 17 or a value changed later) in the latest flight control setting 712 of the selected set stored object 8 is multiple, multiple selections are accepted.

[0254] Next, the server system 1100 displays the throwing force input bar 14 (see FIG. 4) on the user terminal 1500, and starts sequentially adjusting the magnitude of the throwing vector 728 in response to touch operations on the bar (step S96).

[0255] 25, the server system 1100 begins sequential adjustment of the flight path and flight destination according to the specifications of the latest throw (step S98). Specifically, it provisionally determines flight destination coordinates 730 and flight path data 731 based on the latest throw vector 728 and the flight path type (see initial flight path type 562 in FIG. 17) in the latest behavior control setting 722 (see FIG. 22). Then, it repeats this process every time the throw vector 728 is updated, updating the flight destination coordinates 730 and flight path data 731.

[0256] Next, the server system 1100 updates the latest flight control setting 712 and the latest behavior control setting 722 (see FIG. 22) (step S100). That is, a step corresponding to step S54 of the storage setting process is performed again here, and a change pattern including an enemy character contact presence / absence condition 581j and an enemy character relative position condition 581k from the behavior control setting change pattern definition data 580 (see FIG. 19) is applied.

[0257] Then, the server system 1100 starts various prediction displays, such as the predicted trajectory 30, predicted flight destination 32, and predicted behavior control setting information display 34, on the game screen (step S102; see FIG. 6). The predicted flight destination 32 is expressed by a predetermined object within a range centered on the flight destination coordinates 730 and corresponding to the initial error (a copy or modified value of the initial error 563 in FIG. 17) included in the latest flight control setting 712. The predicted trajectory 30 is expressed by setting an object that connects the player character 4 to flight destination coordinates 730 along a path indicated by flight path data 731.

[0258] The behavior control setting information predictive display 34 displays the contents of the latest behavior control settings 722 (see FIG. 22). This may be displayed as text or as a predetermined icon. It is preferable to automatically scroll the display as needed depending on the amount of content to be displayed. Of course, these predictions are displayed again every time the flight destination coordinates 730 and flight path data 731 are updated.

[0259] Then, the server system 1100 starts accepting throwing-related operation inputs in a format based on the predictive display (step S104).

[0260] Specifically, as a guide display for correcting the throwing direction, scales are displayed along the up, down, left, and right directions of the game screen, centered on the displayed predicted flight destination 32 and predicted trajectory 30 (see Figure 4), and when a specified direction change operation is detected, a guide display can be displayed in which the throwing direction is changed by one scale in the direction of the operation.

[0261] Similarly, the throwing force input bar 14 (see FIG. 4) can also display a marker indicating the current throwing force position for correction, and scales in the strong and weak directions as guide displays for correction. When a specified force change operation is detected, the throwing force is changed by one scale in the operated direction.

[0262] Regarding the lock-on marker 19 (see FIG. 7), other markers indicating that other flight target candidates are selection candidates may be displayed around the current lock-on marker 19, and when a specified target change operation is detected, the flight target candidate setting may be switched to an enemy character 6 with another marker attached that is closer in the direction of the operation.

[0263] The player 2 looks at the predicted flight destination 32 and the predicted trajectory 30, and if the predicted flight destination or flight path is not as intended, the player 2 can adjust the throwing direction or throwing force by, for example, changing the front direction of the player character 4 (NO in step S110). Then, if the predicted display is as intended, the player 2 inputs a predetermined action operation to cause the player character 4 to throw the selected set stored object 8.

[0264] When the server system 1100 detects input of a predetermined action operation at the user terminal 1500 (YES in step S110), it causes the set stored objects 8 selected and accepted in step S94 to appear in the game space and starts controlling the flight display (step S112). The flight control continues until each of the set stored objects 8 satisfies a flight end condition. In this embodiment, the flight end condition is when the flying set stored object 8 comes into contact with an enemy character 6 or another object. The set stored object 8 under flight control is judged for contact with the enemy character 6 one by one, and when contact occurs, the contact flag 736 is changed to "1."

[0265] In steps S92 to S104, predetermined flight cancellation operations can be accepted as appropriate.

[0266] Next, if there is a set stored object 8 that satisfies the flight termination condition and whose release condition (the same as or changed from the initial release condition 555 in Figure 17) is satisfied (YES in step S120), the server system 1100 updates the latest behavior control setting 722 of the sub-character 5 stored in that set stored object 8 (step S122).

[0267] Then, the sub-character 5 stored in the set storage object 8 is made to appear in the game space, and automatic control of the sub-character 5 is started based on the latest action control setting 722 of the sub-character 5 (step S124). Accordingly, when automatic control begins, the server system 1100 creates automatic control data 750 for sub-characters that have already appeared in the play data 700 (see Figure 21), stores various data describing the latest situation under automatic control here, and updates it accordingly.

[0268] A sub-character 5 for which automatic control has been initiated is able to act and is automatically controlled until the action time limit (movement time) is reached, or a sub-character 5 that has already appeared is damaged by an attack from an enemy character 6, and the damage received reaches a durability value, which is one of the ability parameter values. Note that, with regard to the determination based on the action time limit (movement time), when the sub-character appears, the current date and time 800 is copied to the appearance date and time 724 of the stored character management data 720 (see FIG. 22), and thereafter, the determination is made based on the time elapsed and the time difference from this appearance date and time 724 to the current date and time 800.

[0269] In addition, when a new sub-character 5 appears, the server system 1100 additionally sets a sub-character viewpoint virtual camera 42 (see FIG. 13) corresponding to the sub-character, displays a viewpoint switching operation icon 15 on the game screen, and enables the reception of viewpoint switching operations (step S126).

[0270] Then, when an operation on a viewpoint switching operation icon 15 (15a, 15b) is detected during game play (YES in step S130), the server system 1100 executes viewpoint switching processing (step S132). That is, the display is switched so that the game screen shows an image of the game space with the viewpoint of the virtual camera corresponding to the operated viewpoint switching operation icon 15.

[0271] The server system 1100 repeatedly executes steps S72 to S140 until the game end condition is met (NO in step S140). If the game end condition is met (YES in step S140), progress control of the sub-character 5 and the stored object 7 is performed (step S142). Specifically, experience points are given to the sub-character 5 and the stored object 7 of the thrown set stored object 8, and the sub-character level and the stored object level are changed according to the accumulated experience points. Note that progress control may be limited to either the sub-character 5 or the stored object 7. Furthermore, the target of progress may be limited to the thrown set stored object 8 and the set stored object 8 that has met the release condition.

[0272] Next, the server system 1100 awards a bonus to the player according to the playing results (step S144). For example, the bonus may be a main character 3, a sub-character 5, a stored object 7, or an item. Also, a new game space may be opened for play.

[0273] Then, the server system 1100 updates the play history (step S146) and ends the series of processes.

[0274] As described above, according to this embodiment, it is possible to provide a technique that adds new excitement to a fighting video game that uses sub-characters, which are NPCs that side with the main character controlled by the player.

[0275] That is, the player sets a set stored object 8 by storing the sub-character 5 in the storage object 7, and then performs an instruction operation to throw it from the player character 4. Then, the sub-character 5 is controlled to appear at the throwing destination, and the appeared sub-character 5 is controlled to engage in combat with the enemy character 6, realizing a new style of fighting game.

[0276] Flight control settings relating to movement control of a thrown set stored object 8 and behavior control settings relating to automatic control of a sub-character 5 released and appeared from a set stored object 8 are changed according to the combination of the sub-character 5 and the stored object 7. Thus, the player can enjoy thinking about tactics such as which sub-character 5 to combine with which stored object 7 and how to use them in which situation.

[0277] Furthermore, the flight control settings and behavior control settings change depending on the main character 3 as the player character 4, the type of game space being played in, the use of items, etc. In particular, the sub-characters 5 have a variety of different abilities and ways of attacking enemy characters 6, which makes tactical thinking even more profound, resulting in a game with excellent replayability that will keep players entertained.

[0278] Second Embodiment Next, a second embodiment to which the present invention is applied will be described. This embodiment is basically realized in the same way as the first embodiment, but differs in that the game management processing entity is the user terminal 1500. Hereinafter, differences from the first embodiment will be mainly described, and components similar to those in the first embodiment will be assigned the same reference numerals and will not be described again.

[0279] The game system 1000 of this embodiment is realized in the same manner as the first embodiment. Furthermore, the game management unit 210 is omitted from the functional configuration of the server system 1100 of this embodiment.

[0280] 27 is a functional block diagram showing an example of the functional configuration of a user terminal 1500B in this embodiment. The user terminal 1500B in this embodiment does not include the user terminal calculation unit 280, and instead includes a game management unit 210 and an image generation unit 292. The user terminal 1500B is a device that can be called a game device.

[0281] The image generation unit 292 generates data for displaying a game screen on the image display unit 392 , and outputs an image signal to the image display unit 392 .

[0282] That is, in this embodiment, the user terminal 1500B executes its own calculations related to game management, controls the progress of the game, generates game screen images, and controls audio playback. However, online shopping, logging in / logging out as a registered user, and management of play history are performed in the same manner as in the first embodiment. However, this does not apply when the user terminal 1500 functions as a standalone game machine, that is, when a competitive game is realized as a non-online game.

[0283] 28 is a diagram showing examples of programs and data stored in the terminal storage unit 500 of the user terminal 1500B of this embodiment. The terminal storage unit 500 of this embodiment stores a game program 505. The game program 505 is a program for causing the device processing unit 200 to realize the functions of the game management unit 210. The original of the game program 505 may be stored in the server system 1100 as a game program for distribution and downloaded as appropriate.

[0284] Furthermore, the terminal storage unit 500 of this embodiment stores game space initial setting data 510, enemy character initial setting data 512, item initial setting data 516, main character initial setting data 518, sub-character initial setting data 520, stored object initial setting data 540, flight control setting change pattern definition data 570, and behavior control setting change pattern definition data 580 as the game management unit 210 is processed on the user terminal 1500B. The originals of these data are stored in the server system 1100 of this embodiment, and may be configured to be downloaded as needed. Furthermore, play data 700 is stored as data that is successively created and updated.

[0285] The processing flow executed by the user terminal 1500 in this embodiment is basically the same as that executed by the server system 1100 in the first embodiment (see Figures 24 to 25), and in accordance with the game management unit 210 being executed by the user terminal 1500B, the execution entity of each step can be appropriately replaced with the user terminal 1500B.

[0286] When the user terminal 1500B executes a process that requires referencing or changing the user management data 600, it requests the server system 1100 to provide or verify the necessary data as appropriate, or it requests the process itself to be performed. If the user terminal 1500 is to function as a standalone game machine, that is, if a competitive game is to be realized as a non-online game, and the user management data 600 is also managed by the user terminal 1500, then the user management data 600 can also be stored in the terminal memory unit 500.

[0287] According to this embodiment, the same effects as those of the first embodiment can be obtained.

[0288] [Modification] Although the embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above-described forms, and constituent elements can be added, omitted, or modified as appropriate.

[0289] [Variation 1] For example, in the above embodiment, an example was given in which an online game was implemented in a client-server computer system, but it may also be implemented in a computer system in which multiple user terminals 1500 (or user terminals 1500B), which can also be considered game devices, are connected peer-to-peer. In this case, one of the user terminals 1500 is made to perform the functions of the server system 1100 of the first embodiment. Alternatively, the functions of the game management unit 210 may be shared and performed by multiple user terminals 1500.

[0290] [Variation 2] Furthermore, in the above embodiment, the game genre is a fighting game, but the present invention can be similarly applied to any game in which a sub-character 5 is used.

[0291] [Variation 3] Furthermore, the changes to the flight control settings and behavior control settings are not limited to those that are advantageous to the player as exemplified above, but can also be set to those that are disadvantageous to the player.

[0292] [Variation 4] In the above embodiment, the behavior pattern of the sub-character 5 is changed by changing the initial parameter values ​​related to behavior control, for example, based on the behavior control setting change pattern definition data 580 (see FIG. 19), but this is not limitative. For example, multiple patterns of initial behavior type definition data 534 (see FIG. 16) may be prepared in advance, and the behavior control setting change pattern definition data 580 may be used to specify which of these patterns to apply.

[0293] [Variation 5] The hardware configuration of the user terminals 1500 and 1500B is not limited to that in the above embodiment. For example, a game device 1400 having a configuration as shown in FIG. 29 may be used as a user terminal 1500C.

[0294] The game device 1400 is a computer categorized as a portable game device or a home game device, designed with portability and ease of use in mind. The game device 1400 includes a main unit 1401 and at least one detachable game controller 1460 (a right game controller 1460R and a left game controller 1460L).

[0295] The main device 1401 includes a touch panel 1406 that functions as an image display device and a contact position input device, a connector 1407, an internal battery 1409, a speaker 1410, and a control board 1450. In addition, a power button, a volume control button, etc. are provided as appropriate.

[0296] The connectors 1407 are provided on the left and right ends of the main device 1401 corresponding to the right game controller 1460R and the left game controller 1460L, respectively. They are connected to the connectors of the right game controller 1460R and the left game controller 1460L, thereby realizing communication between the game controllers and the main device 1401.

[0297] The control board 1450 is equipped with various processors such as a CPU (Central Processing Unit) 1451, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1452 such as VRAM, RAM, and ROM, a communication module 1453 for wireless communication with mobile phone base stations, wireless LAN base stations, and other devices with short-range radio equipment, and an interface circuit 1457.

[0298] The interface circuit 1457 includes a driver circuit for the touch panel 1406, a circuit for transmitting and receiving signals to and from the right game controller 1460R and the left game controller 1460L via the connector 1407, an output amplifier circuit for outputting audio signals to the speaker 1410, and the like.

[0299] These elements mounted on the control board 1450 are electrically connected via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals. Note that part or all of the control board 1450 may be configured using an ASIC (Application Specific Integrated Circuit), FPGA (Field-Programmable Gate Array), or SoC (System on a Chip).

[0300] The control board 1450 stores programs and various data in an IC memory 1452, and the control board 1450 performs calculations based on these to implement various functions for executing the game of the present invention.

[0301] The right game controller 1460R and the left game controller 1460L are designed to be held in the player's right and left hands, respectively, and each includes a joystick 1461, multiple push switches 1462 serving as operation buttons, a vibrator 1463 serving as a vibration generating device, a speaker 1464, a connector 1467, a controller control board 1470, and a built-in battery (not shown).

[0302] The controller control board 1470 includes a controller control IC 1471 that corresponds to a processor that controls the game controller, a communication module 1473, a three-axis acceleration sensor 1475, a three-axis gyro sensor 1476, and an interface circuit 1477.

[0303] Of course, other elements, such as an image sensor module, may also be included as appropriate. Alternatively, some elements may be made to share the functions of other elements, thereby omitting those elements. For example, a configuration in which the 3-axis acceleration sensor 1475 and the 3-axis gyro sensor 1476 are realized by a single sensor, or a configuration in which the controller control IC 1471 and the interface circuit 1477 are integrated, is also possible.

[0304] The communication module 1473 realizes wireless communication with the communication module 1453 of the main device 1401 .

[0305] 30, the three-axis acceleration sensor 1475 of the right game controller 1460R forms a right-handed local coordinate system (Xr·Yr·Zr). Specifically, the right direction when facing the front of the right game controller 1460R (the right side in FIG. 25) is the positive direction of the Xr axis, the upper side of the controller in the longitudinal direction (the upper side in FIG. 25) is the positive direction of the Yr axis, and the normal direction to the front of the controller, i.e., the front side of the controller (the front side in FIG. 25), is the positive direction of the Zr axis.

[0306] The three-axis gyro sensor 1476 of the right game controller 1460R forms a right-handed local coordinate system (Xr·Yr·Zr) and is configured to detect angular velocity around each axis of the three-axis acceleration sensor 1475 of the right game controller 1460R.

[0307] An attachment 1468 can be attached to the left end of the right game controller 1460R so as to cover the connector 1467. The right game controller 1460R is held by placing the right side of the controller against the thumb and the ball of the right hand and wrapping the index finger through little finger around the attachment 1468 of the controller. In other words, the controller is held in one hand with the back side, opposite the front side, facing the palm.

[0308] Similarly, the three-axis acceleration sensor 1475 of the left game controller 1460L forms a left-handed local coordinate system (Xl·Yl·Zl). Specifically, the positive direction of the Xl axis is the left direction when facing the front of the left game controller 1460L (the left side of FIG. 30), the positive direction of the Yl axis is the upper longitudinal direction of the controller (the upper side of FIG. 30), and the normal direction to the front of the controller, i.e., the front side of the controller (the front side of FIG. 30), is the positive direction of the Zl axis.

[0309] The three-axis gyro sensor 1476 of the left game controller 1460L forms a left-handed local coordinate system (Xl·Yl·Zl) and is configured to detect angular velocity around each axis of the three-axis acceleration sensor 1475 of the left game controller 1460L.

[0310] An attachment 1468 can be attached to the left end of the left game controller 1460L so as to cover the connector 1467. The left game controller 1460L is held by placing the left side of the controller against the thumb and ball of the left hand and wrapping the index finger through little finger around the attachment 1468 of the controller. In other words, the controller is held in one hand with the back side, opposite the front side, facing the palm.

[0311] In a configuration employing the user terminal 1500C (game device 1400), the start-flight operation in the above embodiment can be realized by detecting acceleration or angular velocity exceeding a predetermined reference value that indicates arm swinging with the left game controller 1460L or the right game controller 1460R. The maximum acceleration or angular velocity at that time can also be used as a substitute for inputting the throwing force into the throwing force input bar 14 (see FIG. 4). [Explanation of symbols]

[0312] 2...Player 4...Player character 5...Sub-character (NPC) 6...Enemy character 7...Stored objects 8...Set storage object 10...Configured storage object list 21...Items for sub-characters 22...Item for storing objects 30...Predicted trajectory 32...Predicted flight destination 34...Predictive display of behavior control setting information 41...Player's viewpoint virtual camera 42...Sub-character viewpoint virtual camera 200s...Server processing section 210...Game Management Department 220...Preparation setting section 222...Player character setting section 224...Storage setting section 226...Item setting section 230...Flight control unit 236...Predictive display control unit 240...Sub-character appearance control unit 250...Sub-character automatic control unit 260...Progress control unit 262... Viewpoint switching control unit 500s...Server storage section 501...Server program 520...Sub-character initial setting data 530...Initial behavior control settings 534...Initial action type definition data 535...Initial action type 536...Initial attack details 537…Initial attack area ratio 538...Initial attack type 539…Initial action time limit 540...Stored object initial setting data 550...Initial flight control settings 570...Flight control setting change pattern definition data 571...Change Implementation Requirements 573...Change data 580...Behavior control setting change pattern definition data 581...Change Implementation Requirements 581j...Contact with enemy character or not 581k...Enemy character relative position conditions 583...Change data 700...Play data 710...Configured storage object management data 712...Latest flight control settings 714...Item ID for applicable storage object 720...Stored character management data 721...Stored character ID 722...Latest behavior control settings 723...Item ID for applicable sub-character 724…Date and time of appearance 728...Throwing Vector 730...Destination coordinates 731...Flight path data 740…Predictive display control data 750...Automatic control data for sub-characters that have already appeared 752...Virtual camera control data 1000...Game System 1100...Server system 1500...User terminal W4, W5, W6...Game screen

Claims

1. A program for causing a computer system to execute a game in which a player character and an enemy character fight each other, a movement control means for controlling the movement of a stored object in which an NPC (non-playable character) is stored, based on a predetermined action operation of a player, which is performed by throwing, hitting, firing, or other actions of the player character, until a given end condition is satisfied; an NPC appearance control means for controlling the appearance of an NPC stored in a stored object from the stored object that satisfies the termination condition; an NPC automatic control means for automatically controlling the NPC made to appear by the NPC appearance control means so that the NPC performs a given action toward the enemy character; A program for causing the computer system to function as a

2. a storage setting means for storing an NPC selected from a plurality of NPCs in a given object based on a selection operation by the player, thereby setting the stored object; and further causing the computer system to function as the NPC automatic control means changes a behavior control setting related to the automatic control based on the NPC stored in the storage object; The program according to claim 1.

3. The storage setting means selects a plurality of NPCs to be stored, the NPC automatic control means changes the behavior control setting based on a combination of NPCs stored in the storage object; The program according to claim 2.

4. a storage setting means for selecting an object for storing a given NPC from a plurality of objects based on a selection operation of the player, thereby setting the stored object; and further causing the computer system to function as the NPC automatic control means changes the behavior control setting related to the automatic control based on the object selected as the stored object; The program according to claim 1.

5. a storage setting means for selecting an NPC to be stored and an object to be stored from among a plurality of NPCs and a plurality of objects based on a selection operation by the player, thereby setting the stored object; and further causing the computer system to function as the NPC automatic control means changes a behavior control setting related to the automatic control based on a combination of the object set as the stored object and the stored NPC; The program according to any one of claims 1 to 4.

6. a player character setting means for selecting and setting a character to be the player character from among a plurality of characters based on an operation by the player; and further causing the computer system to function as the NPC automatic control means changes the behavior control setting related to the automatic control based on the player character set by the player character setting means; The program according to any one of claims 1 to 5.

7. an item setting means for associating a given item with the stored object and / or an NPC stored in the stored object based on an operation input by the player; and further causing the computer system to function as the NPC automatic control means changes a behavior control setting related to the automatic control based on the item when the item is associated with the stored object and / or the NPC stored in the stored object; The program according to any one of claims 1 to 6.

8. the NPC automatic control means determines whether or not to change the behavior control setting related to the automatic control, or the degree of change, based on whether or not the stored object moved by the movement control means has come into contact with the enemy character. The program according to any one of claims 1 to 7.

9. the NPC automatic control means changes a behavior control setting related to the automatic control based on a relative positional relationship between a position of the NPC made to appear by the NPC appearance control means and a position of the enemy character; The program according to any one of claims 1 to 8.

10. the NPC automatic control means changes a behavior control setting related to the automatic control based on any one of the type of the enemy character, the part of the enemy character that has come into contact with the enemy character when the stored object moved by the movement control means comes into contact with the enemy character, and the topography of the place where the contact has occurred. The program according to any one of claims 1 to 9.

11. The behavior control settings include settings related to the content of the behavior. The program according to any one of claims 2 to 10.

12. The setting regarding the content of the action includes a setting regarding the content of an attack on the enemy character. The program according to claim 11.

13. the behavior control setting includes setting a time limit during which the NPC can act after appearing by the NPC appearance control means; the NPC automatic control means automatically controls the NPC that has appeared by the NPC appearance control means until the time limit has elapsed. The program according to any one of claims 2 to 12.

14. a means for displaying information on the behavior control setting; 14. The program according to claim 2, for causing the computer system to further function as:

15. the termination condition includes at least that the stored object moved by the movement control means comes into contact with the enemy character; the NPC appearance control means makes the NPC appear when the stored object moved by the movement control means comes into contact with the enemy character; The NPC automatic control means starts automatic control of the NPC from the appearance position set by the NPC appearance control means. The program according to any one of claims 1 to 14.

16. a viewpoint switching means for switching a viewpoint to that based on the automatically controlled NPC based on a viewpoint switching operation by a player for switching a viewpoint of the game screen during automatic control by the NPC automatic control means; 16. The program according to claim 1, for causing the computer system to further function as:

17. A computer system for executing a game in which a player character and an enemy character fight each other, a movement control means for controlling the movement of a stored object in which an NPC (non-playable character) is stored, based on a predetermined action operation of a player, which is performed by throwing, hitting, firing, or other actions of the player character, until a given end condition is satisfied; an NPC appearance control means for controlling the appearance of an NPC stored in a stored object from the stored object that satisfies the termination condition; an NPC automatic control means for automatically controlling the NPC made to appear by the NPC appearance control means so that the NPC performs a given action toward the enemy character; A computer system comprising:

18. 18. The computer system according to claim 17, wherein the server system is a game system in which the competitive game is realized by communication between a user terminal used by a player and the server system.

19. A game device that executes a game in which a player character and an enemy character fight each other, a movement control means for controlling the movement of a stored object in which an NPC (non-playable character) is stored, based on a predetermined action operation of a player, which is performed by throwing, hitting, firing, or other actions of the player character, until a predetermined end condition is satisfied; an NPC appearance control means for controlling the appearance of an NPC stored in a stored object from the stored object that satisfies the termination condition; an NPC automatic control means for automatically controlling the NPC made to appear by the NPC appearance control means so that the NPC performs a given action toward the enemy character; A game device comprising:

Citation Information

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