Program and system
The program enhances character action operability by controlling characters to perform second actions based on parameters following initial operations, facilitating efficient and simplified consecutive actions.
Patent Information
- Application Number
- JP2024055827
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-29
- Publication Date
- 2025-10-10
AI Technical Summary
Existing systems require users to perform successive operations to control characters, reducing the operability of character actions.
A program that controls a character to perform a second action based on parameters when a first action is initiated and a different second operation is performed, allowing for simpler consecutive actions.
Improves operability by enabling characters to perform actions more efficiently through simplified consecutive operations based on character parameters.
Smart Images

Figure 2025153373000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a system. [Background technology]
[0002] In recent years, systems have become known that execute control such that a character displayed on a user terminal performs a predetermined action in response to a predetermined operation by the user, for example.
[0003] However, when the above-mentioned character performs a plurality of actions in succession, the user needs to perform predetermined operations in succession, which reduces the operability of the character's actions. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 5676036 Summary of the Invention [Problem to be solved by the invention]
[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program and system that can improve operability regarding character actions. [Means for solving the problem]
[0006] According to one aspect of the present invention, a program is provided that causes a computer to function as a control means that controls a character to perform a second action or a third action based on parameters of the character when a first action by the character is initiated based on a first operation and then a second operation different from the first operation is performed. [Effects of the Invention]
[0007] The present invention makes it possible to improve operability regarding the actions of characters. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system according to an embodiment. [Figure 2] FIG. 2 is a diagram showing an example of the hardware configuration of a user terminal. [Figure 3] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 4] FIG. 2 is a diagram showing an example of the functional configuration of a user terminal. [Figure 5] FIG. 2 is a diagram illustrating an example of the functional configuration of a server device. [Figure 6] FIG. 1 is a diagram for explaining an overview of a game system according to an embodiment of the present invention. [Figure 7] 10 is a flowchart showing an example of a processing procedure of a game system. [Figure 8] FIG. 10 is a diagram showing an example of a screen of a user terminal. [Figure 9] FIG. 10 is a diagram showing an example of a screen of a user terminal. [Figure 10] FIG. 10 is a diagram showing an example of a screen of a user terminal. [Figure 11] FIG. 10 is a diagram showing an example of a screen of a user terminal. [Figure 12] FIG. 10 is a diagram showing an example of a screen of a user terminal. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Fig. 1 shows an example of the configuration of a game system according to this embodiment. The game system 1 shown in Fig. 1 is configured to enable users to play games online, for example, and includes a user terminal 10 and a server device 20.
[0010] The user terminal 10 is, for example, an electronic device used by a user. In this embodiment, the user terminal 10 is assumed to be, for example, a smartphone, but the user terminal 10 may also be other electronic devices such as a tablet terminal, a personal computer, or a video game device.
[0011] The server device 20 is provided to enable users to play games using the user terminals 10, and is communicably connected to the user terminals 10 via a network 30 such as the Internet.
[0012] Although only one user terminal 10 is shown in FIG. 1, the game system 1 includes a plurality of user terminals used by a plurality of users who can play the game.
[0013] Fig. 2 shows an example of the hardware configuration of the user terminal 10 shown in Fig. 1. Here, with reference to Fig. 2, the hardware configuration when the user terminal 10 is a smartphone will be described.
[0014] As shown in FIG. 2, the user terminal 10 includes a nonvolatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.
[0015] The nonvolatile memory 11 stores various programs. The various programs stored in the nonvolatile memory 11 include, for example, an operating system (OS) and various application programs that run on the user terminal 10.
[0016] The CPU 12 is a processor for controlling the operations of various components within the user terminal 10, and executes various programs stored in, for example, the non-volatile memory 11. The CPU 12 may be a single processor or may be configured with multiple processors.
[0017] The various programs stored in the non-volatile memory 11 are loaded from the non-volatile memory 11 into the main memory 13 and executed by the CPU 12, and the programs (application programs) executed by the CPU 12 include a game program 13A for operating as a user terminal in the game system 1.
[0018] The wireless communication device 14 is a device for performing wireless communication with an external device (for example, a server device 20, etc.).
[0019] The display 15 is a device for displaying, for example, various screens relating to the game played by the user.
[0020] The touch panel 16 is a device that detects the position where the user's fingertip or the like touches, and is disposed, for example, on the front surface of the display 15, overlapping it.
[0021] The display 15 and the touch panel 16 constitute a touch screen display, and the touch screen display can detect (accept) various operations performed by the user on the screen.
[0022] Fig. 3 shows an example of the hardware configuration of the server device 20 shown in Fig. 1. As shown in Fig. 3, the server device 20 includes a nonvolatile memory 21, a CPU 22, a main memory 23, a wireless communication device 24, and the like.
[0023] The nonvolatile memory 21 stores various programs, including, for example, an operating system (OS) and various application programs that run on the server device 20.
[0024] The CPU 22 is a processor for controlling the operations of various components in the server device 20, and executes various programs stored in the nonvolatile memory 21, for example. The CPU 22 may be a single processor or may be configured with multiple processors.
[0025] The various programs stored in the non-volatile memory 21 are loaded from the non-volatile memory 21 into the main memory 23 and executed by the CPU 22, and the programs (application programs) executed by the CPU 22 include a game program 23A for operating as a server device in the game system 1.
[0026] The wireless communication device 24 is a device for performing wireless communication with an external device (for example, the user terminal 10, etc.).
[0027] The following describes the functional configuration of the game system 1 according to this embodiment. The game system 1 according to this embodiment has a function that enables users to play games by, for example, operating in cooperation with the user terminal 10 and the server device 20.
[0028] Here, an overview of the game that can be played by the user in this embodiment will be described. The game system 1 (user terminal 10 and server device 20) according to this embodiment provides a game play environment in which it is possible to play a game that has elements of an action game and elements of a role-playing game (hereinafter referred to as an action RPG game).
[0029] As an element of an action game included in an action RPG game, the user can move the user's character (hereinafter referred to as the player character) placed in a virtual space (game space) prepared in the game play environment and engage in battles between the player character and enemy characters by performing a predetermined operation on the user terminal 10. Also, as an element of a role-playing game included in an action RPG game, the user can grow (train) the player character as the game progresses.
[0030] 4 shows an example of the functional configuration of the user terminal 10. As shown in FIG. 4, the user terminal 10 includes an operation receiving unit 101, a control unit 102, a display processing unit 103, and a storage unit 104.
[0031] 4 are functional units realized by, for example, the CPU 12 (the computer of the user terminal 10) of the user terminal 10 executing the above-mentioned game program 13A (i.e., software). This game program 13A may be downloaded to the user terminal 10 via the network 30, or may be distributed by being stored in advance in a computer-readable storage medium.
[0032] 4 is realized by the nonvolatile memory 11 shown in FIG. 2 or another storage device (not shown).
[0033] The operation reception unit 101 receives user operations (instructions) for playing the action RPG game of this embodiment. When the user terminal 10 is a smartphone as described above, the operations received by the operation reception unit 101 include operations of touching a fingertip to a touch panel 16 (touch screen display) provided on the user terminal 10 (for example, a tap operation, a long tap operation, a swipe operation, etc.).
[0034] The control unit 102 executes control to progress the action RPG game based on the operation accepted by the operation accepting unit 101.
[0035] The display processing unit 103 displays various screens for playing the action RPG game under the control of the control unit 102.
[0036] The storage unit 104 stores, for example, game data and user data. In the game system 1, an account is issued for each user who can play the action RPG game. The game data is data (information) common to the accounts and is referenced when the above-described game program 13A is executed. Specifically, the game data includes, for example, data for defining the game play environment and setting data related to the action RPG game. Meanwhile, the user data is data related to the user that is managed for each user account. Specifically, the user data stored in the storage unit 104 included in the user terminal 10 (i.e., user data related to the user who uses the user terminal 10) includes, for example, data for managing the user's game progress, the characters owned by the user, and the items acquired by the user.
[0037] 5 shows an example of the functional configuration of the server device 20. As shown in FIG. 5, the server device 20 includes a storage unit 201, a data management unit 202, and a control unit 203.
[0038] The storage unit 201 shown in FIG. 5 is realized by the nonvolatile memory 21 shown in FIG. 3 or another storage device (not shown).
[0039] 5 are functional units realized by, for example, a CPU 22 (a computer of the server device 20) provided in the server device 20 executing the above-described game program 23A (i.e., software). This game program 23A may be downloaded to the server device 20 via the network 30, or may be distributed by being stored in advance in a computer-readable storage medium.
[0040] The storage unit 201 stores game data similar to the game data stored in the storage unit 104 included in the above-described user terminal 10. The storage unit 201 also stores user data for each user registered in the game system 1 (server device 20) (i.e., a user to whom an account has been issued).
[0041] The data management unit 202 manages the game data and user data stored in the storage unit 201. Specifically, the data management unit 202 executes processes such as adding, updating, and deleting game data and user data.
[0042] The game data and user data managed by the data management unit 202 are transmitted from the data management unit 202 (server device 20) to the user terminal 10 and stored in the storage unit 104 included in the user terminal 10.
[0043] The control unit 203 executes various processes to provide a game play environment for playing the action RPG game (that is, to enable the user to play the action RPG game).
[0044] It should be noted that "provision of a game play environment" in this embodiment is realized by a game program that operates in the game system 1 (i.e., the game program 13A executed in the user terminal 10 and the game program 23A executed in the server device 20). However, the game program according to this embodiment may be a part of the game programs 13A and 23A.
[0045] Furthermore, in the game system 1 according to this embodiment, for example, the server device 20 may have at least some of the functions of the user terminal 10, or the user terminal 10 may have at least some of the functions of the server device 20. Furthermore, the game system 1 may include devices other than the user terminal 10 and the server device 20. That is, the game program according to this embodiment (game programs 13A and 23A) may be executed by the user terminal 10, the server device 20, or another device.
[0046] The action RPG game of this embodiment provides quests that the user can play (participate in). When such a quest is started, a virtual space in which a player character is placed is displayed on the screen (display 15) of the user terminal 10, and the player character moves within the virtual space and battles enemy characters based on the user's operation on the user terminal 10. In the action RPG game, by winning a battle against such an enemy character (i.e., clearing a quest), the user can develop the character he or she owns. When a quest is cleared, the user can also receive a reward or the like that is useful for progressing through the game. The reward may include, for example, an item that can be used in the action RPG game.
[0047] In the battle with the enemy character, the player controls the player character to attack the enemy character and win by inflicting damage on the enemy character that is equal to or greater than a predetermined value (that is, by reducing the enemy character's HP to 0).
[0048] It should be noted that attacks against enemy characters are realized by actions of the player character, such as performing a basic action (performing a normal attack) and activating a skill. In other words, in an action RPG game, the player character performs an action that attacks the enemy character.
[0049] A basic action can be activated with a relatively simple operation, but the damage that can be inflicted on an enemy character by activating the basic action is small. Note that an operation for activating a basic action includes, for example, a tap operation on the screen (touch panel 16) of the user terminal 10 (an operation of touching the screen once with a finger).
[0050] On the other hand, a relatively difficult operation is required to activate a skill, but when the skill is activated, greater damage can be inflicted on the enemy character compared to a basic action. Note that the operation for activating a skill includes, for example, a combination of a long tap operation (an operation of pressing the screen with a finger for a long time) and a swipe operation (an operation of sliding a finger on the screen) on the screen of the user terminal 10.
[0051] Here, for example, in order to gain an advantage in a battle with an enemy character, it may be conceivable to activate skills consecutively. However, as described above, activating skills requires relatively difficult operations, and the operability of activating skills consecutively is low.
[0052] Therefore, in this embodiment, a function is provided that improves operability regarding character actions such as successively activating skills.
[0053] An overview of the game system 1 according to this embodiment will be briefly described with reference to Fig. 6. In the following description, it is assumed that the player character is capable of using multiple skills (hereinafter referred to as first and second skills).
[0054] First, assume that, for example, when battling an enemy character, the player character activates a first skill by performing a combination of a long tap operation and a swipe operation (hereinafter referred to as a first operation) on the screen of the user terminal 10. In this embodiment, "activating the first skill" means starting an action of attacking the enemy character in response to the activation of the first skill.
[0055] Here, it is assumed that after the player character activates the first skill as described above, the user performs an operation (hereinafter referred to as the second operation) on the screen described above that is different from the first operation. This second operation is at least a simpler operation than the operation (hereinafter referred to as the third operation) for activating the second skill independently of the activation of the first skill, and is, for example, a tap operation. In other words, the activation of the second skill (second action) can be performed by the character through a second operation performed in a state where an action (first action) like the activation of the first skill is assumed, or by a third operation performed in a state where an action (first action) like the activation of the first skill is not assumed. While the second action is common in both cases, the second operation is a simpler operation compared to the third operation. The state where the first action is assumed refers, for example, to a state within a predetermined period of time after the first action is started (a state where the first action is being performed). The state in which the first action is not a prerequisite refers to, for example, a state in which a predetermined period of time has passed since the first action was started (a state in which the first action has not been taken). Note that the second operation may be an operation that takes less time to perform than the third operation or an operation that requires fewer steps to perform than the third operation.
[0056] In this case, the player character in this embodiment is controlled to activate a second skill or a basic action based on, for example, the parameters of the player character (parameters corresponding to the player character).
[0057] In Figure 6, it is assumed that the second skill is activated when the player character's parameters satisfy predetermined conditions, and that the basic action is activated when the parameters do not satisfy the predetermined conditions; these predetermined conditions will be described later.
[0058] An example of a processing procedure of the game system 1 according to this embodiment will be described below with reference to the flowchart of FIG.
[0059] Here, it is assumed that the user plays a quest (hereinafter referred to as a target quest) provided in an action RPG game.
[0060] In this case, the control unit 102 included in the user terminal 10 executes control to start the target quest based on the game data stored in the storage unit 104, and the display processing unit 103 displays a virtual space corresponding to the target quest in accordance with the control of the control unit 102. A player character is placed in the virtual space thus displayed. Note that the player character and the parameters of the player character are managed in the game data or user data stored in the storage unit 104.
[0061] When the target quest is started as described above, the control unit 102 controls the player character (or its actions) to move within the target space and engage in battle with enemy characters placed within the target space based on the user's operations accepted by the operation accepting unit 101.
[0062] In a battle with such an enemy character, for example, when the user wants the player character to activate a first skill, the user can perform the first operation described above. The first operation performed by the user in this manner is accepted by the operation accepting unit 101 (step S1).
[0063] The first operation is a combination of a long tap operation and a swipe operation on the screen of the user terminal 10, and the first operation is, for example, a swipe operation on a user interface (hereinafter referred to as a skill activation UI) displayed on the screen by performing a long tap operation on the screen.
[0064] When the processing of step S1 is executed, the control unit 102 controls the player character to activate a first skill based on the first operation accepted in step S1 (step S2).
[0065] When the processing of step S2 is executed, for example, an effect corresponding to the activation of the first skill is displayed by the display processing unit 103, and the player character performs an action corresponding to the activation of the first skill (i.e., attacks the enemy character by the activation of the first skill). Note that data related to the effect corresponding to the activation of the first skill (data for displaying the effect) is acquired from, for example, game data or user data stored in the storage unit 104.
[0066] In addition, damage can be inflicted on an enemy character by activating the first skill, but the damage inflicted on the enemy character (damage corresponding to the activation of the first skill) is set, for example, in the game data or user data stored in the storage unit 104.
[0067] In this embodiment, the user can perform a second operation to activate the second skill, for example, following the first skill (i.e., consecutively). The second operation includes, for example, a tap operation on the screen of the user terminal 10.
[0068] After the first operation is accepted in the above-described step S1 (that is, after the first skill is activated), the control unit 102 determines whether or not a second operation is accepted by the operation accepting unit 101 (step S3).
[0069] If it is determined that the second operation has been accepted (YES in step S3), the control unit 102 determines whether or not the parameters of the player character satisfy a predetermined condition (step S4).
[0070] In this embodiment, the first and second skills can be activated by consuming a parameter called the player character's SP. The player character's SP and the SP consumed by activating the first and second skills (hereinafter referred to as the consumed SP of the first and second skills) are managed, for example, in game data or user data stored in the storage unit 104. The consumed SP of the first skill and the consumed SP of the second skill may be the same or different.
[0071] When the first skill is activated in step S2 described above, the SP (parameter value) of the player character is reduced in accordance with the SP consumed by the first skill.
[0072] In this case, the predetermined condition in step S4 includes the player character's SP (remaining parameter) at the time the second operation is accepted being equal to or greater than the SP consumed by the second skill (the parameter consumed by activating the second skill). In other words, if the player character is in a state where it is possible to activate the second skill at the time the second operation is accepted, it is determined in step S4 that the predetermined condition is met. On the other hand, if the player character is not in a state where it is possible to activate the second skill at the time the second operation is accepted (i.e., there is insufficient SP to activate the second skill), it is determined in step S4 that the predetermined condition is not met.
[0073] If it is determined that the predetermined condition is met (YES in step S4), the control unit 102 decides to activate the second skill and controls the player character to activate the second skill (step S5). That is, in this embodiment, for example, a different skill (second skill) can be activated by performing a simple operation such as a tap operation after the activation of the first skill.
[0074] When the processing of step S5 is executed, for example, an effect corresponding to the activation of the second skill is displayed by the display processing unit 103, and the player character performs an action corresponding to the activation of the second skill (i.e., attacks the enemy character by the activation of the second skill). Note that data related to the effect corresponding to the activation of the second skill (data for displaying the effect) is acquired from, for example, game data or user data stored in the storage unit 104.
[0075] In addition, damage can be inflicted on an enemy character by activating the second skill, but the damage inflicted on the enemy character (damage corresponding to the activation of the second skill) is set, for example, in the game data or user data stored in the storage unit 104.
[0076] When the second skill is activated in step S5, the SP of the user's character is reduced according to the SP consumed by the second skill.
[0077] On the other hand, if it is determined that the specified condition is not met (NO in step S4), the control unit 102 decides to perform a basic action instead of performing a second skill, and controls the player character to perform the basic action (step S6).
[0078] When the process of step S6 is executed, the player character performs an action according to the invocation of a basic action, for example (that is, attacks an enemy character by invoking a basic action).
[0079] In addition, damage can be inflicted on enemy characters by activating basic actions, but the damage inflicted on the enemy character (damage corresponding to the activation of the basic action) is set, for example, in the game data or user data stored in the storage unit 104.
[0080] According to the process shown in Fig. 7, when an action (attack) corresponding to the activation of a first skill is started based on a first operation and then a second operation is performed, it is possible to control the player character to activate a second skill or a basic action based on the parameters (e.g., SP) of the player character. In other words, by executing the process shown in Fig. 7, it is possible to efficiently activate different skills consecutively based on the remaining parameter amount after the skill activation operation (i.e., the first operation).
[0081] Although omitted from FIG. 7, the process shown in FIG. 7 is repeatedly executed, for example, while a battle with an enemy character is taking place. When the process shown in FIG. 7 is repeatedly executed in this manner, damage is inflicted on the enemy character, and the enemy character's HP becomes 0 (i.e., the user has completed the target quest), the control unit 102 executes a process of granting the user a reward set for the target quest. Specifically, for example, assuming that items owned by the user (hereinafter referred to as "owned items") are managed in the user data stored in the storage unit 104, if the reward set for the target quest is an item (hereinafter referred to as "reward item"), the control unit 102 executes a process of adding the reward item to the user data as a owned item (i.e., updating the user data so that the reward item is associated with the user's account). Here, the description has been given assuming that the reward set for the target quest is an item, but the reward may be something other than an item.
[0082] Although the description herein has been given assuming that a secondary skill or a basic action is activated based on the parameters of the player character, the basic action has characteristics different from the secondary skill. Specifically, as described above, the secondary skill can be activated by consuming SP, whereas the basic action can be activated without consuming SP. Furthermore, since the basic action is activated when there is insufficient SP to activate the secondary skill, it may be, for example, an action that recovers (increases) SP. Specifically, the basic action may recover SP in accordance with the damage inflicted on the enemy character by activating the basic action.
[0083] Also, although the parameter of the player character used to determine whether to activate a second skill or a basic action has been described here as being the SP consumed by activating the skill, the parameter may be something other than SP (for example, the character's HP, etc.). Furthermore, a parameter of an enemy character (for example, HP, etc.) may be used to determine whether to activate a second skill or a basic action.
[0084] Furthermore, although it has been described here that a second skill or basic action is activated based on the parameters of the player character, a third skill having characteristics different from those of the second skill (for example, at least one of the amount of damage inflicted on an enemy character, the range in which that damage can be inflicted, or the amount of SP consumed, etc.) may be activated instead of the basic action.
[0085] Furthermore, by changing the above-mentioned predetermined conditions, for example, a second skill, a third skill, or a basic action may be activated (i.e., one of three or more actions may be performed) based on the parameters of the player character.
[0086] Furthermore, in the example shown in Figure 7, after the first skill is activated in step S2, the second skill is activated in step S5 or the basic action is activated in step S6. However, for example, after the second skill is activated in step S2, the first skill may be activated in step S5 or the basic action may be activated in step S6. Also, when the first skill is activated in step S2 shown in Figure 7, the processing from step S3 onwards is executed, but when the second skill is activated in step S2, the processing from step S3 onwards may not be executed. In other words, the second skill or basic action may be consecutively activated only when the first skill is activated.
[0087] At least one of the first skill, second skill, and basic action described above may be replaced with another skill or another action (such as an evasive action or a special action other than the basic action).
[0088] Furthermore, since the processing shown in FIG. 7 is executed when a battle is conducted in the target quest, it is assumed that it is executed by, for example, the user terminal 10, but at least a part of the processing shown in FIG. 7 may be executed by the server device 20 that communicates with the user terminal 10.
[0089] An example of a screen displayed on the user terminal 10 when battling an enemy character as described above will now be described.
[0090] First, FIG. 8 shows an example of a screen (hereinafter referred to as a quest screen) displaying a virtual space corresponding to the target quest described above.
[0091] 8, a player character 100a placed in a virtual space is displayed in the center of the quest screen 100. For example, by performing a swipe operation on the quest screen 100, the user can move the player character 100a in the direction in which the user slides their finger during the swipe operation. In addition, an area 100b that displays the HP and SP of the player character 100a is provided at the bottom of the quest screen 100.
[0092] In the action RPG game of this embodiment, the target quest can be played by a group (hereinafter referred to as a party) consisting of multiple characters including, for example, the player character 100a. In this case, the quest screen 100 displays an icon 100c representing a character (substitute character) other than the player character 100a (the character controlled by the user to play the target quest) among the multiple characters that make up the party. While playing the target quest, the user can replace the player character 100a with the substitute character by, for example, tapping the icon 100c.
[0093] Furthermore, in the upper right portion of the quest screen 100, a map 100d of the virtual space in which the player character 100a can move may be displayed.
[0094] Here, when an enemy character 100e exists near the player character 100a in the virtual space, the user can perform a first operation so that the player character 100a activates a first skill.
[0095] In this case, the user performs a long tap operation on, for example, position 100f on the quest screen 100. Note that position 100f is just an example, and the long tap operation may be performed on a position other than position 100f.
[0096] When a long tap operation is performed, a skill activation UI (user interface for activating a skill) 100g is displayed on the quest screen 100, as shown in FIG.
[0097] The skill activation UI 100g has a shape that branches in two directions, for example, with a first skill icon 100h representing a first skill and a second skill icon 100i representing a second skill located at the ends of the branches. With this skill activation UI 100g, the user can activate the first skill on the player character 100a by performing an operation (swipe operation) of sliding their finger from the position 100f where the long tap operation was performed toward the first skill icon 100h. On the other hand, the user can activate the second skill on the player character 100a by performing an operation (swipe operation) of sliding their finger from the position 100f where the long tap operation was performed toward the second skill icon 100i. In other words, the first and second skills can be activated based on similar (or common) operations using the skill activation UI 100g.
[0098] In this embodiment, the combination of a long tap operation to display the above-mentioned skill activation UI 100g and a swipe operation to slide the finger in the direction of the first skill icon 100h corresponds to the first operation to activate the first skill.
[0099] Here, it is assumed that a first operation is performed on the quest screen 100. In this case, as shown in Fig. 10, a cut-in effect indicating that the player character 100a is activating the first skill is displayed on the quest screen 100, and an effect representing a situation in which the player character 100a is activating the first skill (i.e., attacking an enemy character in response to the activation of the first skill) is displayed on the quest screen 100 shown in Fig. 11, which transitions from the quest screen 100 shown in Fig. 10.
[0100] As described above with reference to FIG. 7, a second skill or a basic action is activated by performing a second operation (e.g., a tap operation) after activating a first skill. Although not illustrated in FIG. 7, this second operation must be performed within a predetermined period (hereinafter referred to as the second operation valid period) after activating the first skill (i.e., after the first operation is performed). The second operation valid period may be, for example, the period during which the first skill is activated (the period from when an action corresponding to the activation of the first skill is started to when the action is completed), or may be a portion of the period during which the first skill is activated. Specifically, the start timing of the second operation valid period may be after a predetermined time has elapsed since the action corresponding to the activation of the first skill was started, and the end timing of the second operation valid period may be before a predetermined time before the action corresponding to the activation of the first skill is completed.
[0101] 11, a mark 100j notifying the user that the second operation valid period is in progress may be displayed near the player character 100a on the quest screen 100. Such a mark 100j allows the user to easily recognize that the second skill or basic action can be activated by performing the second operation.
[0102] 7, the process of step S4 is executed after the process of step S3 is executed, but the process of step S4 may be executed before the process of step S3. In such a configuration, it is possible to change the display mode of the mark 100j (for example, change the color or shape of the mark 100j) depending on whether the parameters of the player character 100a satisfy a predetermined condition. Note that the mark 100j may be displayed only when the parameters of the player character 100a satisfy a predetermined condition (i.e., when the second skill can be activated).
[0103] Here, it is assumed that the second operation is performed on the quest screen 100 shown in Fig. 11. Note that the first operation (particularly, the swipe operation) described above must be performed on the skill activation UI 100g displayed on the quest screen 100, but the second operation can be performed at any position on the quest screen 100. In other words, the second operation can be said to be a simpler operation compared to the first operation in terms of the range in which the operation can be performed (the range of valid inputs on the screen).
[0104] If the parameters of the player character 100a satisfy a predetermined condition when the second operation is performed (i.e., the SP of the player character 100a is equal to or greater than the SP consumed by the second skill), a cut-in effect indicating that the player character 100a is activating the second skill is displayed on the quest screen 100, as shown in Fig. 12. The quest screen 100 shown in Fig. 12 transitions to a quest screen (not shown) that displays a situation in which the player character 100a is activating the second skill (i.e., attacking an enemy character in response to the activation of the second skill).
[0105] Also, although not shown, if the parameters of the player character 100a do not satisfy a predetermined condition when the second operation is performed (i.e., the SP of the player character 100a is not greater than or equal to the SP consumed by the second skill), the quest screen 100 will display an effect showing a situation in which the player character 100a is performing a basic action (i.e., attacking an enemy character in response to the activation of the basic action).
[0106] It has been explained that a cut-in effect is displayed when the first and second skills are activated, but as described above, if the first skill is activated based on the first operation and then the second skill is activated based on the second operation (i.e., the first and second skills are activated consecutively), one of the cut-in effects when the first and second skills are activated may be omitted.
[0107] Furthermore, while a first skill is being activated, an effect corresponding to the activation of the first skill is displayed, and while a second skill is being activated, an effect corresponding to the activation of the second skill is displayed, but the effect may be processed so that it appears to be a series of attacks resulting from the successive activation of the first and second skills. This allows the user to visually recognize the link between the activation of the first skill and the activation of the second skill, which can contribute to increasing the enjoyment of the action RPG game.
[0108] The omission or modification of the above-mentioned effects may be changeable (settable) by, for example, a user's instruction.
[0109] As described above, in this embodiment, when a second operation is performed after a first operation for a character to activate a first skill, the character is controlled to activate a second skill or a basic action based on the parameters of the character.
[0110] Note that the activation of the first skill, the activation of the second skill, and the activation of the basic action described in this embodiment are examples of actions (first to third actions) performed by a character, and the character may be controlled to perform actions different from the activation of the first skill, the activation of the second skill, and the activation of the basic action. Furthermore, the above-mentioned first to third actions may be, for example, actions unique to the character, actions shared with other characters, or actions determined according to the attributes of the character.
[0111] In this embodiment, the above-described configuration makes it possible to improve operability regarding the actions of characters.
[0112] Specifically, in this embodiment, for example, in order to perform a first and a second action consecutively, it is not necessary to perform a first operation for performing the first action (for example, activating a first skill) and a third operation (an operation common to the first operation) for performing the second action (for example, activating a second skill) consecutively, and the first and second actions can be performed consecutively by performing the first operation followed by a second operation that is simpler than the first operation.
[0113] Furthermore, in this embodiment, the second or third action is performed based on the parameters of the character, so it is possible to realize a variation in actions according to the parameters of the character.
[0114] Although this embodiment is based on the assumption that a user plays a game online, this embodiment may also be applied to a case in which a user plays a game offline.
[0115] Furthermore, although this embodiment has been described as a case where a user plays an action RPG game, this embodiment may also be applied when playing other games, or may be applicable to any service that provides, for example, a character that performs a predetermined action on the user terminal 10.
[0116] The present invention is not limited to the above-described embodiments, and can be embodied by modifying the components within the scope of the gist of the invention in the implementation stage. Furthermore, various inventions can be formed by appropriately combining multiple components disclosed in the above-described embodiments. For example, some components may be omitted from all the components shown in the embodiments. Furthermore, components from different embodiments may be appropriately combined.
[0117] "Addendum" Some of the features of the present invention are summarized below. "assignment" For example, the aim is to improve the operability regarding the actions of the characters. "Solution" (1) Computer, a control means for controlling the character to perform a second action or a third action based on a parameter of the character when a second operation different from the first operation is performed after the character has started a first action based on the first operation; A program that functions as a (2) The program described in (1), wherein the control means controls the character to perform the second action or the third action when the second operation is performed within a predetermined period after the first operation is performed. (3) The program according to (2), wherein the user is notified that the predetermined period has passed. (4) The program according to (1), wherein the second operation is an operation that is simpler than a third operation for performing the second action independently of the first action. (5) The program according to (4), wherein the third operation is an operation common to the first operation. (6) The program according to (4) or (5), wherein the second operation is at least one of an operation that takes less time to perform than the third operation, an operation that requires fewer steps to perform than the third operation, and an operation that can be performed in a wider range than the third operation. (7) the first operation and the third operation include an operation that combines a long tap operation and a swipe operation on a screen, the second operation includes a tap operation on the screen. (6) The program described above. (8) The program according to (1), wherein the control means determines to perform the second action when the parameter satisfies a predetermined condition, and determines to perform the third action when the parameter does not satisfy the predetermined condition. (9) the second action is an action that consumes the parameter, the predetermined condition includes that the remaining parameter amount of the character is equal to or greater than the parameter amount consumed by performing the second action; (8) The program described above. (10) The program according to (9), wherein the first action is an action that consumes the parameter. (11) The program according to any one of (8) to (10), wherein the third behavior is a behavior having characteristics different from those of the second behavior. (12) The program according to (11), wherein the third action includes an action that does not consume the parameter. (13) The program according to (11), wherein the third action includes an action that increases the parameter. (14) the second action and the third action are actions that inflict damage on an enemy character; The damage inflicted on the enemy character by performing the third action is smaller than the damage inflicted on the enemy character by performing the second action. (11) The program described above. The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media. "effect" The configuration (1) has the effect of improving the operability of the character's actions, for example. The configuration (2) has the effect of limiting the timing at which the second operation for performing the second action or the third action is performed to within a predetermined period of time, for example. The configuration (3) has an effect of enabling the user to grasp the period during which the second operation can be performed, for example. The configurations (4) to (7) have the advantage that the character can be controlled to perform the second action based on the second operation that is simpler than the third operation for performing the second action. The configuration (8) has the effect of being able to determine whether to perform the second or third action based on a predetermined condition related to the parameters of the character. The configurations (9) and (10) have the advantage that it is possible to determine whether to perform the second action or the third action based on the parameters consumed by performing the second action. The configurations (11) to (14) have the effect of enabling the character to be controlled to perform the second action or the third action having characteristics different from the second action based on the parameters of the character. [Explanation of symbols]
[0118] 1...game system, 10...user terminal, 11...non-volatile memory, 12...CPU, 13...main memory, 13A...game program, 14...wireless communication device, 15...display, 16...touch panel, 20...server device, 21...non-volatile memory, 22...CPU, 23...main memory, 23A...game program, 24...wireless communication device, 101...operation reception unit, 102...control unit, 103...display processing unit, 104...storage unit, 201...storage unit, 202...data management unit, 203...control unit.
Claims
1. Computer, a control means for controlling the character to perform a second action or a third action based on a parameter of the character when a second operation different from the first operation is performed after the character has started a first action based on the first operation; A program that functions as a
2. The program according to claim 1 , wherein the control means controls the character to perform the second action or the third action when the second operation is performed within a predetermined period after the first operation is performed.
3. 3. The program according to claim 2, wherein the user is notified that the predetermined period has passed.
4. The program according to claim 1 , wherein the second operation is an operation that is simpler than a third operation for performing the second action independently of the first action.
5. The program according to claim 4 , wherein the third operation is an operation common to the first operation.
6. The program according to claim 4 or 5, wherein the second operation is at least one of an operation that takes less time to perform than the third operation, an operation that requires fewer steps to perform than the third operation, and an operation that can be performed in a wider range than the third operation.
7. the first operation and the third operation include an operation that combines a long tap operation and a swipe operation on a screen, the second operation includes a tap operation on the screen, The program according to claim 6.
8. 2. The program according to claim 1, wherein the control means determines to perform the second action when the parameter satisfies a predetermined condition, and to perform the third action when the parameter does not satisfy the predetermined condition.
9. the second action is an action that consumes the parameter, the predetermined condition includes that the remaining parameter amount of the character is equal to or greater than the parameter amount consumed by performing the second action; The program according to claim 8.
10. The program according to claim 9 , wherein the first action is an action that consumes the parameter.
11. The program according to any one of claims 8 to 10, wherein the third behavior is a behavior having characteristics different from those of the second behavior.
12. The program according to claim 11 , wherein the third action includes an action that does not consume the parameter.
13. The program according to claim 11 , wherein the third action includes an action that increases the parameter.
14. the second action and the third action are actions for inflicting damage on an enemy character; The damage inflicted on the enemy character by performing the third action is smaller than the damage inflicted on the enemy character by performing the second action. The program according to claim 11.
15. A system comprising a control means for controlling a character to perform a second action or a third action based on parameters of the character when a second operation different from the first operation is performed after the character has started a first action based on a first operation.
Citation Information
Patent Citations
Analyzing device for flame spectrophotometric intensity
JP1981076036A