Information processing device, program, and ability enhancement method

The information processing device facilitates the easy and efficient strengthening of user character objects in games by allowing players to destroy enemy character parts for material rewards, addressing the inefficiencies of conventional methods.

JP2025142236APending Publication Date: 2025-09-30KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2025122264
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-22
Publication Date
2025-09-30

AI Technical Summary

Technical Problem

Conventional games require players to research and collect material items or defeat enemy characters to strengthen weapons and armor, which is time-consuming and inefficient.

Method used

An information processing device that allows players to destroy specific body parts of enemy characters to obtain material objects, which can be used to strengthen the user character's objects during battle, with the enhancements being temporary and reversible.

Benefits of technology

Enables easy and efficient strengthening of user character objects during battles, minimizing impact on game balance by making enhancements temporary.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To easily enhance the ability of a use object utilized by a user character during a battle.SOLUTION: An information processing device includes: an image generation unit that generates game images of a battle between a user character and an enemy character; a part destruction determination unit that, during a battle between the user character and the enemy character, determines whether or not part destruction of the attacked part is successful on the basis of damage caused by the attack and a part durability value when an attack from the user character to the enemy character is determined to be an attack on a part set with the part durability value; and a battle control unit that enhances an ability that allows the battle against the enemy character to advance advantageously when it is determined that part destruction of the attacked part has been successful.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present disclosure relates to an information processing device, a program, and a performance enhancement method. [Background technology]

[0002] In recent years, games such as role-playing games and action role-playing games have become common, in which game characters can be made to perform various actions in response to user input operations. In these games, game characters are developed by, for example, having the game characters battle enemy characters in response to user input operations. In these games, game characters are also developed by, for example, performing crafting operations to synthesize and strengthen weapons, armor, etc. using material items (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-205888 Summary of the Invention [Problem to be solved by the invention]

[0004] For example, in conventional games that involve crafting operations to synthesize and strengthen weapons and armor using material items, when strengthening a desired weapon or armor, there is a problem in that the player must research the material items required to strengthen the desired weapon or armor, go around completing quests to collect the material items, or keep defeating enemy characters that drop the material items when defeated (the material items are drop items). Note that Patent Document 1 does not solve such problems.

[0005] An object of the present disclosure is to easily enhance the capabilities of objects used by a user character in battle. [Means for solving the problem]

[0006] According to the present disclosure, there is provided an information processing device that executes a game in which a user character battles an enemy character, each of whose body parts has a body part durability value set, based on user operation, the information processing device having: an image generation unit that generates game images of the battle between the user character and the enemy character; a body part destruction determination unit that, when it is determined that an attack from the user character to the enemy character during the battle between the user character and the enemy character is an attack on a body part for which a body part durability value is set, determines whether the attacked body part has been successfully destroyed based on the damage caused by the attack and the body part durability value; and a battle control unit that, when it is determined that the attacked body part has been successfully destroyed, strengthens an ability to advance the battle with the enemy character advantageously, and, upon the end of the battle, returns the ability to a state before it was strengthened. [Effects of the Invention]

[0007] According to the present disclosure, the capabilities of the objects used by the user character in battle can be easily strengthened. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a diagram illustrating an example of a configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 1 is a diagram illustrating an example of a hardware configuration of an information processing device according to an embodiment of the present invention. [Figure 3] FIG. 2 is a diagram illustrating an example of a functional configuration of an information processing device according to the present embodiment. [Figure 4] FIG. 10 is a diagram illustrating an example of a user character DB. [Figure 5] FIG. 10 is a diagram illustrating an example of an enemy character DB. [Figure 6] FIG. 10 is a diagram illustrating an example of a configuration of a usage object DB. [Figure 7] FIG. 10 is a diagram illustrating an example of a configuration of a material object DB. [Figure 8]10 is a flowchart illustrating an example of processing of the game system according to the present embodiment. [Figure 9] 10 is an explanatory diagram of an example of strengthening the capabilities of a use object and canceling the strengthening. FIG. [Figure 10] FIG. 2 is a diagram illustrating an example of a functional configuration of an information processing device according to the present embodiment. [Figure 11] FIG. 10 is a diagram illustrating an example of a user character DB. [Figure 12] FIG. 10 is a diagram illustrating an example of a configuration of a usage object DB. [Figure 13] FIG. 10 is a diagram illustrating an example of a configuration of an additional object DB. [Figure 14] FIG. 10 is a diagram illustrating an example of an additional object combination DB. [Figure 15] 10 is a flowchart illustrating an example of processing of the game system according to the present embodiment. [Figure 16] 10A and 10B are explanatory diagrams of an example of adding a function to a use object and canceling the added function. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings.

[0010] [First embodiment] [System Configuration] First, the system configuration according to one embodiment will be described with reference to Fig. 1. Fig. 1 is a configuration diagram of an example of a game system according to this embodiment. The game system according to one embodiment is configured by an information processing device 10 shown in Fig. 1(A) or an information processing system shown in Fig. 1(B).

[0011] The information processing device 10 in Fig. 1A is a computer operated by a user. The information processing device 10 in Fig. 1A accepts operations from a user via a touch panel, a controller, a keyboard, a mouse, or the like, executes information processing according to the operations, and displays the execution results.

[0012] 1(B) is configured such that an information processing device 10 and a server device 14 are communicably connected via a network 18. The information processing device 10 in FIG. 1(B) is a computer similar to that in FIG. 1(A). The server device 14 in FIG. 1(B) can also be realized by a computer similar to that in FIG. 1(A).

[0013] The server device 14 transmits and receives data to and from the information processing device 10, thereby executing information processing in accordance with the user's operation accepted by the information processing device 10, and provides the execution result to the information processing device 10. The information processing device 10 displays the execution result provided by the server device 14.

[0014] The server device 14 may be realized by a cloud computer. The number of server devices 14 shown in FIG. 1(B) is not limited to one, and two or more may be used for distributed processing. The server device 14 may be used for downloading programs (applications) to the information processing device 10, for user login processing, or for managing various databases. The system configuration in FIG. 1 is an example.

[0015] [Hardware configuration] The information processing device 10 according to this embodiment is configured, for example, as shown in Fig. 2. The configuration of the server device 14 is the same as that of the information processing device 10, and therefore a description thereof will be omitted. Fig. 2 is a diagram showing an example of the hardware configuration of the information processing device according to this embodiment.

[0016] 2 includes, for example, a CPU (Central Processing Unit) 100, a storage device 102, a communication device 104, an input device 106, and an output device 108. The CPU 100 controls the information processing device 10 in accordance with a program. The storage device 102 is, for example, a memory such as a ROM (Read Only Memory) or a RAM (Random Access Memory), or a storage such as a HDD (Hard Disk Drive) or an SSD (Solid State Drive). The storage device 102 stores programs and data to be executed by the CPU 100.

[0017] The communication device 104 is a communication device such as a network circuit that controls communication. The input device 106 is an input device such as a touchpad, a controller, a mouse, a keyboard, a camera, or a microphone. The output device 108 is an output device such as a display or a speaker. A touch panel is realized by combining a touchpad, which is an example of the input device 106, with a display, which is an example of the output device 108. The hardware configuration in FIG. 2 is an example.

[0018] [Function Block] The following describes an example of a functional configuration in which information processing device 10 accepts operations for a game being executed from a user such as a player, and generates and displays game images corresponding to the operations, thereby allowing the user to play the game. The functional configuration in Fig. 3 is one example, and for example, at least a part of the functional configuration shown in Fig. 3 may be provided in server device 14, and information processing device 10 and server device 14 may perform processing in cooperation with each other.

[0019] 3 is a diagram showing an example of the functional configuration of an information processing device according to this embodiment. The information processing device 10 in FIG. 3 includes a control unit 200, an operation receiving unit 202, an output control unit 204, a communication unit 206, and a storage unit 210.

[0020] The storage unit 210 stores a game program 212, a user character DB 214, an enemy character DB 216, a use object DB 218, and a material object DB 220. The storage unit 210 may be realized by the storage device 102, or may be realized by a storage device connected via the network 18 or the like.

[0021] The game program 212 is an example of a game processing program executed by the CPU 100. The user character DB 214 stores information about user characters displayed in game images. The enemy character DB 216 stores information about enemy characters displayed in game images.

[0022] The usable object DB 218 stores information about usable objects such as weapons and armor that can be used by the user character in battle in the game. Note that in this embodiment, usable objects that can be used in battle are not limited to objects that can be equipped, such as weapons and armor, but may also be objects that can be consumed to obtain effects, for example.

[0023] The material object DB 220 stores information about material objects necessary to strengthen a use object in the game. In this embodiment, a material object necessary to strengthen a use object is an object that can strengthen the ability of the use object by being attached to the use object. Attaching a material object to a use object includes, for example, attaching the material object so that the material object is fixed to the use object, as well as attaching the material object so that the material object is incorporated into the use object.

[0024] The control unit 200 performs overall control of the information processing device 10. The overall control of the information processing device 10 includes control of receiving operations from the user for a game being executed, and generating and displaying game images in accordance with the operations.

[0025] The control unit 200 is realized by the CPU 100 executing processes described in a program such as the game program 212. The control unit 200 in Fig. 3 is configured to have a game control unit 230. The game control unit 230 is configured to have an image generation unit 240, a battle control unit 242, a body part destruction determination unit 244, a material object granting unit 246, a used object strengthening unit 248, and a used object strengthening cancellation unit 250.

[0026] The game control unit 230 performs overall control of the game. The game control unit 230 executes game processing for a game in which a user character battles an enemy character based on a user operation.

[0027] The image generation unit 240 generates game images in accordance with the game processing being executed by the game control unit 230, and displays them as game screens on the output device 108. The battle control unit 242 controls the battle between the user character and the enemy character in accordance with the game processing being executed by the game control unit 230.

[0028] When a battle between a user character and an enemy character begins, the battle control unit 242 controls attacks from the user character against the enemy character and attacks from the enemy character against the user character. For example, when the user character's attack on an enemy character is successful, the battle control unit 242 calculates the damage to the enemy character caused by the attack and reduces the enemy character's durability value, such as hit points, by the amount of the damage. Note that durability is just one example, and it may be any value that decreases when attacked and results in a loss in battle when it reaches 0.

[0029] In this embodiment, a part durability value is set for each part of the enemy character (for example, wings, claws, arms, legs, etc.), making it possible to destroy the part. The user can successfully destroy the enemy character's part by concentrating attacks on the part that has a part durability value set and reducing the part durability value to 0. It is desirable that the part durability value be set sufficiently small compared to the enemy character's durability value.

[0030] The part destruction determination unit 244 determines whether an attack from the user character to an enemy character is an attack on a part for which a part durability value is set. If the attack is on a part for which a part durability value is set, the part destruction determination unit 244 calculates damage caused by the attack and reduces the part durability value of the attacked part by the amount of damage. If the part durability value becomes 0, the part destruction determination unit 244 determines that the part destruction of the attacked part has been successful.

[0031] If it is determined that the part destruction is successful, the material object granting unit 246 executes processing to grant the material object to the user character. For example, the material object granting unit 246 drops a material object corresponding to the part that was successfully destroyed, generating the material object on the battle field. The material object granting unit 246 can grant the material object to the user character based on the user's operation to obtain the material object. Note that the material object granting unit 246 may grant the material object directly to the user character without dropping it on the battle field.

[0032] The use object strengthening unit 248 attaches the added material object to the use object that the user character is using in battle with an enemy character, thereby strengthening the ability of the use object. Note that the use object strengthening unit 248 may attach the material object to the use object based on a user operation, or may do so automatically using the addition as a trigger.

[0033] It is desirable that the use object strengthening unit 248 change the appearance (for example, shape, color, etc.) of the use object that the user character uses in battle with the enemy character, depending on the attached material object.

[0034] In this way, by successfully destroying a body part, the user can strengthen the ability of the object used by the user character in battle with the material object, and the user character can advance in battle with the enemy character with an advantage. Note that the ability of the object to be strengthened may be any ability that can advance in battle with the enemy character with an advantage.

[0035] When the battle between the user character and the enemy character ends, the use object strengthening cancellation unit 250 returns the use object, whose ability has been strengthened by the material object, to the state before the ability was strengthened. In this way, in this embodiment, the ability of the use object can be strengthened by the material object given to the user character during the battle, but when the battle ends, the ability of the use object is returned to the state before the battle.

[0036] During such a limited period of time as during battle, it is possible to use material objects to significantly enhance the abilities of the objects used while minimizing the impact on game balance.

[0037] The operation reception unit 202 receives various operations from the user on the input device 106. The output control unit 204 displays various screens on the output device 108 under the control of the control unit 200. The operation reception unit 202 is realized by the CPU 100 controlling the input device 106 in accordance with a program. The output control unit 204 is realized by the CPU 100 controlling the output device 108 in accordance with a program. Various operations from the user on the input device 106 refer to operations by the user operating the operation reception unit 202 to cause the CPU 100 to execute processing. The output control unit 204 displays various screens and outputs sounds under the control of the control unit 200.

[0038] The communication unit 206 communicates via the network 18 etc. The communication unit 206 is realized by the CPU 100 executing a program and controlling the communication device 104 in accordance with the program.

[0039] [Data Structure] Here, the data configurations of the user character DB 214, enemy character DB 216, use object DB 218, and material object DB 220 will be described with reference to Figures 4 to 7. Note that the data configurations in Figures 4 to 7 show items necessary for the explanation according to this embodiment, and other items are omitted as appropriate.

[0040] Fig. 4 is a diagram showing an example of a user character DB. The user character DB 214 in Fig. 4 stores information about each user character operated by a user. As shown in Fig. 4, the information about the user character includes information about use objects such as equipped weapons and equipped armor that the user character uses in battle. The user character DB 214 in Fig. 4 shows information about the equipped weapons and equipped armor of the user character as an example of information about use objects.

[0041] The equipped weapon is information about the weapon currently equipped by the user character, and includes a weapon object ID and a material object ID. The weapon object ID is an example of identification information for the weapon currently equipped by the user character. The material object ID is an example of identification information for a material object attached to the currently equipped weapon. Figure 4 shows an example of a weapon currently equipped with no material object attached, with a "-" displayed to indicate this.

[0042] The armor object ID is an example of identification information for the armor currently equipped by the user character. The material object ID is an example of identification information for the material object attached to the currently equipped armor. Figure 4 shows an example of armor currently equipped with no material object attached, with a "-" displayed to indicate this.

[0043] Fig. 5 is a diagram illustrating an example of an enemy character DB. The enemy character DB 216 in Fig. 5 stores information about each enemy character. As shown in Fig. 5, the information about the enemy character stores, as information about the imparted material, identification information of a material object that is imparted when a part of the enemy character is successfully destroyed. In the enemy character DB 216 in Fig. 5, an example of information about the imparted material is shown in which information about the imparted material is associated with each part of the enemy character, but information about the imparted material that is randomly imparted may also be associated with each enemy character.

[0044] Fig. 6 is a diagram showing an example of the configuration of the use object DB. The use object DB 218 in Fig. 6 stores information about each use object that can be used by a user character in battle in the game. As shown in Fig. 6, the information about the use object includes a use object ID, basic abilities, the number of attachable materials, and image data.

[0045] The used object ID is an example of identification information for the used object, and is a weapon object ID if the used object is a weapon, and an armor object ID if the used object is armor. The basic ability is information indicating the basic ability of the used object that has not been strengthened (unanchored) by attaching a material object. The number of attachable materials indicates the maximum number of material objects that can be attached to the used object. The image data is image data for displaying the used object.

[0046] Fig. 7 is a diagram showing an example of the configuration of a material object DB. The material object DB 220 in Fig. 7 stores information about each material object required to strengthen a usable object in the game. As shown in Fig. 7, the information about the material object includes a material object ID, a strengthening ability content, and image data.

[0047] The material object ID is an example of identification information for a material object. The strengthening ability content is information indicating the ability of the use object that can be strengthened by attaching it to the use object. As shown in Figure 7, the strengthening ability content may be something that increases numerical values ​​such as attack power or defense power, or something that gives attributes to the use object. The image data is image data for displaying the material object.

[0048] [process] Below, an example of processing will be described in which the game system according to this embodiment accepts an operation for the game from the user, generates a game image corresponding to the operation, and displays (outputs) it on the output device 108. Fig. 8 is a flowchart of an example of processing of the game system according to this embodiment. The information processing device 10 executes game processing for a game in which a user character battles an enemy character based on the user's operation.

[0049] In step S10, the game control unit 230 of the information processing device 10 starts game processing for causing a battle between a user character and an enemy character in the game. In step S12, the battle control unit 242 controls the battle between the user character and the enemy character based on a user operation. For example, the battle control unit 242 controls attacks from the user character against the enemy character and attacks from the enemy character against the user character. In addition, the image generation unit 240 generates a game image of the battle between the user character and the enemy character controlled by the battle control unit 242, and displays it on the output device 108.

[0050] In step S14, the part destruction determination unit 244 determines whether or not the user character has performed an attack. If it is determined that the user character has performed an attack, the part destruction determination unit 244 further determines in step S16 whether or not the attack performed by the user character was successful in destroying the part.

[0051] If it is determined that the part destruction was successful, the material object granting unit 246 performs, for example, a material object drop process as an example of a process for granting a material object to the user character. For example, in the case of the enemy character DB 216 in FIG. 5, the material object granting unit 246 performs a material object drop process associated with the part whose destruction was successful. In this way, in this embodiment, if the part destruction is successful, it becomes possible to obtain, for example, a material object that has appeared (dropped) on the battle field.

[0052] If it is determined in step S14 that the user character is not attacking, or if it is determined in step S16 that the part destruction has not been successful, the material object drop process is skipped.

[0053] In step S20, the material object granting unit 246 determines whether or not the user character has acquired the material object that has become available to acquire. For example, if there is a user operation to acquire the material object, such as the user character approaching the material object that has become available to acquire, the material object granting unit 246 determines that the user character has acquired the material object, and grants the material object to the user character.

[0054] When it is determined that the user character has acquired the material object that has become available, the use object strengthening unit 248 performs the process of step S22. In step S22, the use object strengthening unit 248 attaches the given material object to the use object of the user character to strengthen the ability of the use object.

[0055] For example, in the case of the use object DB 218 in Fig. 6, the use object strengthening unit 248 can strengthen the ability of the use object by attaching material objects to the use object used by the user character, with the number of attachable materials set as the upper limit. The ability of the use object that is strengthened by attaching material objects is shown as the strengthened ability content in the case of the material object DB 220 in Fig. 7.

[0056] In addition, the use object strengthening unit 248 may use image data of the use object and image data of the material object attached to the use object to change the appearance, such as the shape and color, of the use object used by the user character in battle with the enemy character.

[0057] If it is determined that the user character has not acquired the material object that has become available, the use object strengthening unit 248 skips the processing of step S22. The game control unit 230 determines whether the battle between the user character and the enemy character has ended.

[0058] If the battle has not ended, the game control unit 230 returns to step S12 and repeats the processing of steps S12 to S24. If the battle has ended, the use object strengthening cancellation unit 250 proceeds to the processing of step S26, and with the end of the battle between the user character and the enemy character, the use object whose ability has been strengthened by the material object is returned to the state before the ability was strengthened, and the processing of the flowchart in Figure 8 ends.

[0059] For example, the strengthening of the capabilities of a use object and the cancellation of the strengthening according to the flowchart of Fig. 8 are shown in Fig. 9. Fig. 9 is an explanatory diagram of an example of the strengthening of the capabilities of a use object and the cancellation of the strengthening.

[0060] In Figure 9, the horizontal axis represents the time from the start to the end of the battle, and the vertical axis represents the abilities of the used object. Immediately after the start of the battle, no material objects are attached to the used object, so the abilities of the used object are the basic abilities of the used object DB 218 in Figure 6.

[0061] As time passes after the start of the battle, the user character successfully destroys a part of the enemy character and is granted material object A. By attaching material object A to the user object, the user character can strengthen the ability of the user object with the strengthening ability contents of material object A. After material object A is attached, the ability of the user object is the basic ability of the user object plus the strengthening ability of material object A.

[0062] Furthermore, suppose that time has passed since the start of the battle, and the user character has successfully destroyed a part of the enemy character and been granted material object b. By attaching material object b in addition to material object a to the use object, the user character can strengthen the ability of the use object with the strengthening ability content of material object b. After material object a and material object b are attached, the ability of the use object is the basic ability of the use object plus the strengthening abilities of material object a and material object b.

[0063] When the battle ends, the user object, whose abilities have been strengthened by material objects a and b, is returned to the state before its abilities were strengthened by material objects a and b. Therefore, when the battle ends, the user object's abilities are returned to the basic abilities of the user object DB 218 in FIG. 6.

[0064] According to this embodiment, by attaching material objects obtainable during battle to the object used by the user character in battle, the abilities of the object can be strengthened during that battle.

[0065] [Second embodiment] The second embodiment aims to easily add functions to the objects used by the user character in battle. Note that the second embodiment is similar to the first embodiment except for some parts, so the explanation will be omitted as appropriate. The system configuration and hardware configuration are similar to the first embodiment.

[0066] [Function Block] The following describes an example of a functional configuration in which information processing device 10 accepts operations for a game being executed from a user such as a player, and generates and displays game images corresponding to the operations, thereby allowing the user to play the game. The functional configuration shown in Fig. 10 is one example, and for example, at least a part of the functional configuration shown in Fig. 10 may be provided in server device 14, and information processing device 10 and server device 14 may perform processing in cooperation with each other.

[0067] Fig. 10 is a diagram showing an example of the functional configuration of an information processing device according to this embodiment. The information processing device 10 shown in Fig. 10 has a control unit 200, an operation reception unit 202, an output control unit 204, a communication unit 206, and a storage unit 210. The storage unit 210 stores a game program 212, a user character DB 214, a usable object DB 218, an additional object DB 300, and an additional object combination DB 302. The storage unit 210 may be realized by the storage device 102, or may be realized by a storage device connected via the network 18 or the like.

[0068] The game program 212 is an example of a game processing program executed by the CPU 100. The user character DB 214 stores information about user characters that are displayed in game images.

[0069] The usable object DB 218 stores information about usable objects such as weapons and armor that can be used by the user character in battle in the game. Note that in this embodiment, usable objects that can be used in battle are not limited to objects that can be equipped, such as weapons and armor, but may also be objects that can be consumed to obtain effects, for example.

[0070] The additional object DB 300 stores information about additional objects that can be created from material objects. In this embodiment, an additional object is an object that can add functionality to a use object by being attached to the use object.

[0071] Attaching an additional object to a use object includes, for example, attaching the additional object so that it is fixed to the use object, as well as attaching the additional object so that it is incorporated into the use object.

[0072] The additional object combination DB 302 stores information about combinations of additional objects that add functions to the use objects in the game. In this embodiment, the combination of additional objects is a combination of additional objects attached to the use objects.

[0073] The control unit 200 performs overall control of the information processing device 10. The overall control of the information processing device 10 includes control of receiving operations from the user for a game being executed, and generating and displaying game images in accordance with the operations.

[0074] The control unit 200 is realized by the CPU 100 executing processes described in a program such as the game program 212. The control unit 200 in Fig. 10 is configured to have a game control unit 230. The game control unit 230 is configured to have an image generation unit 240, a battle control unit 242, a material object addition unit 246, an additional object creation unit 320, a used object function addition unit 322, and a used object additional function cancellation unit 324.

[0075] The game control unit 230 performs overall control of the game. The game control unit 230 executes game processing for a game in which a user character battles an enemy character based on a user operation.

[0076] The image generation unit 240 generates game images in accordance with the game processing being executed by the game control unit 230, and displays them as game screens on the output device 108. The battle control unit 242 controls the battle between the user character and the enemy character in accordance with the game processing being executed by the game control unit 230.

[0077] When a battle between a user character and an enemy character begins, the battle control unit 242 controls attacks from the user character against the enemy character and attacks from the enemy character against the user character. For example, when the user character's attack on an enemy character is successful, the battle control unit 242 calculates the damage to the enemy character caused by the attack and reduces the enemy character's durability value, such as hit points, by the amount of the damage. Note that durability is just one example, and it may be any value that decreases when attacked and results in a loss in battle when it reaches 0.

[0078] During battle, the material object assigning unit 246 executes processing to assign material objects to the user character. For example, the material object assigning unit 246 generates material objects on the battle field and assigns the material objects to the user character based on the user's operation to acquire the material objects. The material object assigning unit 246 may generate material objects on the battle field at the start of battle, for example, or may generate material objects on the battle field based on the elapsed time since the start of battle, the results of attacks on enemy characters, etc. Note that the material object assigning unit 246 may assign material objects directly to the user character without generating material objects on the battle field.

[0079] The additional object creation unit 320 creates an additional object from one or more assigned material objects. Information about the additional objects that the additional object creation unit 320 can create is stored in the additional object DB 300. The additional object creation unit 320 can create an additional object that adds a function to the used object according to the information about the additional object stored in the additional object DB 300.

[0080] The use object function adding unit 322 attaches the created additional object to the use object that the user character is using in battle with the enemy character, and adds the function of the additional object to the use object. It is desirable that the use object function adding unit 322 change the appearance (e.g., shape, color, etc.) of the use object to which the additional object is attached.

[0081] The use object function adding unit 322 may attach an additional object to a use object based on a user operation, or may do so automatically when the creation of the additional object is triggered. The use object function adding unit 322 may visually display, during battle, a placement location where an additional object can be attached to the use object that the user character is using in a battle with an enemy character, to inform the user that an additional object can be attached. The visual display of the placement location may be triggered when it becomes possible to create an additional object using the assigned material object.

[0082] Furthermore, when multiple additional objects are attached to a user object, the user object function adding unit 322 may add a new function to the user object that combines the functions of the attached multiple additional objects. Information about the new function that combines the functions of the multiple additional objects is stored in the additional object combination DB 302. The user object function adding unit 322 can add a new function that combines the functions of the multiple additional objects to the user object in accordance with the information about the new function stored in the additional object combination DB 302.

[0083] In this way, by creating an additional object from the given material object and attaching it to the use object, the user can add functions to the use object that the user character is using in battle, and can advance the battle against the enemy character more advantageously. It is desirable that the functions that can be added to the use object be functions that can advance the battle against the enemy character more advantageously.

[0084] When the battle between the user character and the enemy character ends, the use object additional function cancellation unit 324 returns the use object, to which the function was added by the additional object, to the state before the function was added. In this manner, in this embodiment, an additional object can be created from a material object given to the user character during the battle, and the function of the additional object can be added to the use object, but when the battle ends, the function of the use object is returned to the state it was in before the battle.

[0085] During such a limited period of time as during battle, it is possible to add the functionality of powerful additional objects to the objects being used while minimizing the impact on game balance.

[0086] The operation reception unit 202 receives various operations from the user on the input device 106. The output control unit 204 displays various screens on the output device 108 under the control of the control unit 200. The operation reception unit 202 is realized by the CPU 100 controlling the input device 106 in accordance with a program. The output control unit 204 is realized by the CPU 100 controlling the output device 108 in accordance with a program. Various operations from the user on the input device 106 refer to operations by the user operating the operation reception unit 202 to cause the CPU 100 to execute processing. The output control unit 204 displays various screens and outputs sounds under the control of the control unit 200.

[0087] The communication unit 206 communicates via the network 18 etc. The communication unit 206 is realized by the CPU 100 executing a program and controlling the communication device 104 in accordance with the program.

[0088] [Data Structure] The data configurations of the user character DB 214, the use object DB 218, the additional object DB 300, and the additional object combination DB 302 will be described with reference to Figures 11 to 14. Note that the data configurations in Figures 11 to 14 show items necessary for the explanation according to this embodiment, and other items are omitted as appropriate.

[0089] Fig. 11 is a diagram illustrating an example of a user character DB. The user character DB 214 in Fig. 11 stores information about each user character operated by a user. As shown in Fig. 11, the information about the user character includes information about use objects such as equipped weapons and equipped armor that the user character uses in battle. The user character DB 214 in Fig. 11 shows information about the equipped weapons and equipped armor of the user character as an example of information about use objects.

[0090] The equipped weapon is information about the weapon currently equipped by the user character, and includes a weapon object ID and an additional object ID. The weapon object ID is an example of identification information for the weapon currently equipped by the user character. The additional object ID is an example of identification information for an additional object attached to the currently equipped weapon. Note that Figure 11 shows an example in which no additional object is attached to the currently equipped weapon, and a "-" is displayed to indicate this.

[0091] The armor object ID is an example of identification information for the armor currently equipped by the user character. The additional object ID is an example of identification information for an additional object attached to the currently equipped armor. Figure 11 shows an example of armor currently equipped with no additional object attached, with a "-" displayed to indicate this.

[0092] Fig. 12 is a diagram showing an example of the configuration of the use object DB. The use object DB 218 in Fig. 12 stores information about each use object that can be used by a user character in battle in the game. As shown in Fig. 12, the information about the use object includes a use object ID, basic functions, the number of additional objects that can be attached, placement location information, and image data.

[0093] The used object ID is an example of identification information for the used object, and is a weapon object ID if the used object is a weapon, and an armor object ID if the used object is armor. The basic function is information that indicates the basic function of the used object that has not been enhanced (unaugmented) by attaching additional objects.

[0094] The number of attachable additional objects indicates the upper limit of the number of additional objects that can be attached to the use object. The placement location information is, for example, position information that indicates the placement location where the additional object can be attached. The placement location information is expressed, for example, as relative position data (relative position data) as seen from the use object. The image data is image data for displaying the use object.

[0095] Fig. 13 is a diagram showing an example of the configuration of an additional object DB. The additional object DB 300 in Fig. 13 stores information about each additional object that can be created from a material object. As shown in Fig. 13, the information about the additional object includes an additional object ID, additional function details, required materials, and image data.

[0096] The additional object ID is an example of identification information for the additional object. The additional function content is information indicating the function of the additional object that can be added by attaching it to the use object. In Figure 13, examples of additional function content are shown as an electric shock function, a defensive function, and a javelin function. The required materials are information indicating one or more material objects required to create the additional object. The image data is image data for displaying the additional object.

[0097] Fig. 14 is a diagram showing an example of the configuration of an additional object combination DB. The additional object combination DB 302 in Fig. 14 stores information about each combination of additional objects attached to a use object. As shown in Fig. 14, the information about the combination of additional objects includes the combined additional object ID, additional function content, required additional objects, and image data.

[0098] The combined additional object ID is an example of identification information of the combined additional object. The additional function content is information indicating the function of the combined additional object that can be added by attaching it to the use object. Figure 14 shows, as an example of the additional function content of the combined additional object, a javelin with electric shock function of a combined additional object that combines an additional object with an additional object with a javelin function.

[0099] The required additional objects are information indicating the multiple additional objects required for the combined additional object. The image data are image data for displaying the combined additional object.

[0100] [process] Below, an example of processing will be described in which the game system according to this embodiment accepts an operation for the game from the user, generates a game image corresponding to the operation, and displays (outputs) it on the output device 108. Fig. 15 is a flowchart of an example of processing of the game system according to this embodiment. The information processing device 10 executes game processing for a game in which a user character battles an enemy character based on the user's operation.

[0101] In step S100, the game control unit 230 of the information processing device 10 starts game processing for causing a battle between a user character and an enemy character in the game. In step S102, the battle control unit 242 controls the battle between the user character and the enemy character based on a user operation. The battle control unit 242 controls attacks from the user character against the enemy character and attacks from the enemy character against the user character. The image generation unit 240 generates a game image of the battle between the user character and the enemy character controlled by the battle control unit 242, and displays it on the output device 108.

[0102] In step S104, the material object providing unit 246 determines whether or not the user character has acquired a material object. For example, based on a user operation to acquire a material object generated on the battle field, the material object providing unit 246 causes the user character to acquire the material object.

[0103] If it is determined that the user character has acquired a material object, the additional object creation unit 320 performs the process of step S106. In step S106, the additional object creation unit 320 refers to the additional object DB 300 and determines whether or not there is an additional object that can be created from the acquired material object.

[0104] If there is a creatable additional object, the usage object function adding unit 322 performs the process of step S108. In step S108, the usage object function adding unit 322 references the usage object DB 218 and displays placement locations where the additional object can be attached. The usage object function adding unit 322 may display placement locations where the additional object can be attached in advance, regardless of whether the additional object is creatable or not, and indicate changes in the state with a visual change.

[0105] If it is determined in step S104 that the user character has not acquired a material object, or if it is determined in step S106 that there is no additional object that can be created, the process proceeds to step S110. Display of placement locations where additional objects can be attached may be omitted. In other words, the processes of steps S106 and S108 may be omitted.

[0106] In step S110, the additional object creation unit 320 determines whether to create an additional object. For example, the additional object creation unit 320 determines to create an additional object when it receives an operation to create an additional object from the user. The additional object creation unit 320 may also determine to create an additional object when there is an additional object that can be created by acquiring a material object.

[0107] If it is determined that an additional object is to be created, the additional object creation unit 320 performs the process of step S112. In step S112, the additional object creation unit 320 creates an additional object from the acquired material object in accordance with the information about the additional object stored in the additional object DB 300.

[0108] The use object function adding unit 322 attaches the created additional object to the use object that the user character is using in battle with the enemy character, and adds the function of the additional object to the use object. The function of the additional object added to the use object is the content recorded in the item "added function content" of the additional object DB 300.

[0109] If there are multiple additional objects attached to the use object, the use object function adding unit 322 refers to the additional object combination DB 302 to check whether the combination of the additional objects attached to the use object is recorded.

[0110] If the combination of additional objects attached to the used object is recorded in the added object combination DB 302, the used object function addition unit 322 adds the function recorded in the "added function content" item of the added object combination DB 302 to the used object as a new function that combines the functions of the attached added objects.

[0111] If the combination of additional objects attached to the use object is not recorded in the additional object combination DB 302, the additional object combination DB 302 adds the functions of the attached additional objects to the use object.

[0112] In this way, in the case of the used object DB 218 in Fig. 12, the used object function adding unit 322 can add functions to the used object by attaching additional objects to the used object being used by the user character, with the number of attachable additional objects being the upper limit. The functions of the used object added by attaching each additional object are shown as added function contents in the additional object DB 300 and additional object combination DB 302 in Fig. 13.

[0113] In addition, the use object function addition unit 322 may use image data of the use object and image data of an additional object attached to the use object to change the appearance, such as the shape or color, of the use object used by the user character in battle with an enemy character.

[0114] If it is determined in step S110 that an additional object is not to be created, the process of step S112 is skipped. In step S114, the game control unit 230 determines whether or not the battle between the user character and the enemy character has ended.

[0115] If the battle has not ended, the game control unit 230 returns to step S102 and repeats the processing of steps S102 to S114. If the battle has ended, the used object additional function cancellation unit 324 proceeds to the processing of step S116. In step S116, with the end of the battle between the user character and the enemy character, the game control unit 230 returns the used objects, which have had functions added by one or more additional objects, to the state before the functions were added, and ends the processing of the flowchart in FIG.

[0116] For example, adding a function to a use object and canceling the added function according to the flowchart of Fig. 15 is shown in Fig. 16. Fig. 16 is an explanatory diagram of an example of adding a function to a use object and canceling the added function.

[0117] In Figure 16, the horizontal axis represents the time from the start of the battle to the end of the battle, and the vertical axis represents the function of the used object. Immediately after the start of the battle, no additional objects are attached to the used object, so the function of the used object is the basic function of the used object DB 218 in Figure 12.

[0118] Assume that some time has passed since the start of the battle, and the user character has acquired a material object with which they can create additional object a. By creating additional object a and attaching it to the used object, the user character can enhance the functions of the used object with the additional functions of additional object a. After additional object a is attached, the functions of the used object are the basic functions of the used object plus the additional functions of additional object a.

[0119] Furthermore, it is assumed that time has passed since the start of the battle, and the user character has acquired a material object with which additional object b can be created. By creating additional object b and attaching it to the use object, the user character can add the additional function content resulting from the combination of additional object a and additional object b, which is recorded in additional object combination DB 302, to the function of the use object.

[0120] When the battle ends, the used object with the functions added by the additional objects a and b is returned to the state before the functions were added by the additional objects a and b. Therefore, when the battle ends, the functions of the used object are returned to the basic functions of the used object DB 218 in FIG. 12.

[0121] According to this embodiment, an additional object can be created from a material object that can be obtained during battle, and the additional object can be attached to the object being used by the user character in battle, thereby adding functionality to the object being used during that battle.

[0122] [Note] The description given in the second embodiment has been given so that a person skilled in the art can carry out the invention described below. [1] An information processing device that executes a game in which a user character fights an enemy character based on a user operation, a material object providing unit that provides a material object required for creating an additional object to the user character during a battle between the user character and the enemy character; an additional object creating unit that creates an additional object that adds a function to the use object in the game from the one or more of the material objects that have been assigned; a use object function adding unit that attaches the created additional object to the use object used by the user character in the battle to add a function to the use object; a use object addition function cancellation unit that returns the use object with the function added to its state before the function was added when the battle ends; An information processing device having the above. [2] The use object function adding unit visually displays, during the battle, a placement location of the use object to which the additional object can be attached, and accepts the attachment of the additional object to the placement location. The information processing device according to [1], [3] The use object function adding unit visually displays placement locations of the use object to which the plurality of additional objects can be attached during the battle, and upon receiving requests to attach the plurality of additional objects to the placement locations, adds a new function to the use object that combines functions of the attached plurality of additional objects. The information processing device according to [1] or [2], characterized by: [4] The object to be used is a weapon object that the user character is equipped with as a weapon in the battle or a protective gear object that the user character is equipped with as protective gear. The information processing device according to any one of [1] to [3], characterized in that: [5] An information processing device that executes a game in which a user character fights an enemy character based on a user's operation, a material object providing unit that provides a material object required for creating an additional object to the user character during a battle between the user character and the enemy character; an additional object creation unit that creates an additional object that adds a function to the use object in the game from the one or more of the given material objects; a use object function adding unit that attaches the created additional object to the use object used by the user character in the battle to add a function to the use object; a use object addition function cancellation unit that returns the use object with the function added to the state before the function was added upon completion of the battle; A program to function as a [6] 1. A method for adding a utilization object function to an information processing device that executes a game in which a user character fights an enemy character based on a user operation, comprising: a step of providing a material object required for creating an additional object to the user character during a battle between the user character and the enemy character; A step of creating an additional object that adds a function to the use object in the game from the one or more of the material objects that have been assigned; attaching the created additional object to the use object used by the user character in the battle to add a function to the use object; a step of restoring the use object to a state before the function was added, when the battle ends; A method for adding a function to an object using the method.

[0123] [summary] According to this embodiment, the abilities and functions of the object used by the user character during battle can be easily changed until the end of the battle.

[0124] The information processing device of the disclosed embodiment should be considered as an example and not a limitation. The above embodiment can be modified and improved in various ways without departing from the scope and spirit of the appended claims. Furthermore, the matters described in the above-mentioned embodiments can be configured in other ways as long as they are not inconsistent, and can be combined as long as they are not inconsistent. [Explanation of symbols]

[0125] 10. Information processing equipment 14 Server equipment 18 Network 200 control section 202 Operation reception section 204 Output control section 206 Communications Department 210 Storage section 212 Game Program 214 User Character DB 216 Enemy Character DB 218 Usage Object DB 220 Material Object DB 230 Game control unit 240 Image Generation Unit 242 Combat Control Unit 244 Part Destruction Judgment Unit 246 Material Object Assignment Unit 248 Use Object Enhancement Department 250 Use Object Enhancement Elimination Unit 300 additional object DB 302 Additional Object Combination DB 320 Additional Object Creation Section 322 Use Object Function Addition Unit 324 Use object addition function cancellation part

Claims

1. An information processing device for executing a game in which a user character fights an enemy character in which a body part durability value is set for each body part based on a user operation, an image generation unit that generates a game image of a battle between the user character and the enemy character; a part destruction determination unit that, when it is determined that an attack from the user character to the enemy character is an attack on a part for which the part durability value is set during a battle between the user character and the enemy character, determines whether or not the attacked part has been successfully destroyed based on damage caused by the attack and the part durability value; a battle control unit that, when it is determined that the destruction of the attacked body part has been successful, strengthens an ability to advance a battle with the enemy character advantageously, and, upon completion of the battle, returns the ability to a state before the strengthening; An information processing device having the above.

2. The battle control unit strengthens the ability according to the part of the enemy character that has been determined to have been successfully destroyed.

2. The information processing device according to claim 1,

3. An information processing device that executes a game in which a user character fights an enemy character, each of whose body parts has a body part durability value set, based on a user's operation, an image generation unit that generates an image of a game in which the user character fights against the enemy character; a part destruction determination unit that, when it is determined that an attack from the user character to the enemy character is an attack on a part for which the part durability value is set during a battle between the user character and the enemy character, determines whether or not the attacked part has been successfully destroyed based on damage caused by the attack and the part durability value; a battle control unit that, when it is determined that the destruction of the attacked body part has been successful, strengthens an ability to advantageously advance a battle with the enemy character, and, upon completion of the battle, returns the ability to a state before the strengthening; A program to function as a

4. 1. A capability enhancement method for an information processing device that executes a game in which a user character fights an enemy character in which a body part durability value is set for each body part based on a user operation, comprising: generating a game image of a battle between the user character and the enemy character; a step of determining whether or not the attacked part has been successfully destroyed based on damage caused by the attack and the part durability value when it is determined that the attack from the user character to the enemy character is an attack on a part for which the part durability value is set during a battle between the user character and the enemy character; a step of strengthening an ability to advantageously advance a battle with the enemy character when it is determined that the destruction of the attacked body part has been successful, and returning the ability to a state before the strengthening when the battle ends; A capability enhancement method executed by an information processing device.

Citation Information

Patent Citations

  • Game program, information processor and method

    JP2019205888A