Game system and program

The game system addresses uneven player skill and character strength disparities by using automated objects with advantageous or unfavorable effects, ensuring unpredictable and balanced gameplay.

JP2025153426APending Publication Date: 2025-10-10BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2024055905
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-29
Publication Date
2025-10-10

AI Technical Summary

Technical Problem

In competitive games where player skill levels and character strengths vary, one side may be at a disadvantage, leading to early matches and lack of unpredictability.

Method used

A game system with a game space setting unit, game progress control unit, and object control unit that automatically moves objects exerting advantageous or unfavorable effects on specific camps, allowing for unpredictable game development.

Benefits of technology

Creates a competitive game where the outcome is unpredictable through automated object movements and effects, balancing gameplay dynamics.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025153426000001_ABST
    Figure 2025153426000001_ABST
Patent Text Reader

Abstract

To provide a game system or the like capable of realizing a competitive game whose development cannot be predicted.SOLUTION: A game system includes: a game space setting unit that sets game areas or game elements belonging to a first camp and game areas or game elements belonging to a second camp in a game space; a game progression control unit that controls the progress of the game in which the first camp and the second camp compete; and an object control unit that automatically moves within the game space a first object that exerts an effect advantageous to the first camp and exerts an effect disadvantageous to the second camp, and a second object that exerts an effect advantageous to the second camp and an effect disadvantageous to the first camp.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present invention relates to a game system and a program. [Background technology]

[0002] Conventionally, there is known a game in which multiple players form groups and compete against each other, with each group's goal being to reach the opponent's main camp while defeating the opponent's characters (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-138715 Summary of the Invention [Problem to be solved by the invention]

[0004] In games like the one described above, depending on the skill levels of the players on each side and the strength of the characters they are competing against, one side may find itself at a disadvantage from the start, making it difficult for it to make a comeback and causing the match to end early.

[0005] The present invention has been made in view of the above problems, and its object is to provide a game system etc. that can realize a competitive game in which the outcome is unpredictable. [Means for solving the problem]

[0006] (1) The present invention relates to a game system including a game space setting unit that sets game areas or game elements belonging to a first camp and game areas or game elements belonging to a second camp in a game space, a game progress control unit that controls the progress of a game in which the first camp and the second camp compete against each other, and an object control unit that automatically moves, within the game space, a first object that exerts an advantageous effect on the first camp and an unfavorable effect on the second camp and a second object that exerts an advantageous effect on the second camp and an unfavorable effect on the first camp. The present invention also relates to a program for causing a computer to function as each of the above units. The present invention also relates to a computer-readable information storage medium that stores the program.

[0007] According to the present invention, by automatically moving a first object that exerts an advantageous effect on the first camp and an unfavorable effect on the second camp, and a second object that exerts an advantageous effect on the second camp and an unfavorable effect on the first camp in the game space, it is possible to realize a competitive game whose development is unpredictable.

[0008] (2) In addition, in the game system and program of the present invention, the object control unit may move the first object and the second object through both the game area or the area in which the game elements are set that belongs to the first camp and the game area or the area in which the game elements are set that belongs to the second camp.

[0009] (3) In the game system and program according to the present invention, when the first object is present in the game area of ​​the first camp, it exerts an advantageous effect on the player or player character of the first camp, or when the first object is present in the game area of ​​the second camp, it exerts an unfavorable effect on the player or player character of the second camp. You may do so.

[0010] (4) In addition, in the game system and program of the present invention, when the second object is present in the game area of ​​the second camp, it may exert an advantageous effect on the player or player character of the second camp, or when the second object is present in the game area of ​​the first camp, it may exert an adverse effect on the player or player character of the first camp.

[0011] (5) In the game system and program according to the present invention, the object control unit may perform control so that the first object and the second object are not affected by the game area or the game elements.

[0012] (6) In addition, in the game system and program of the present invention, the object control unit may control the first object and the second object so that they are not erased from the game space by an action from the game area or the game element.

[0013] (7) In addition, in the game system and program of the present invention, the game space setting unit may place a character belonging to the first camp and a character belonging to the second camp in the game space, and the object control unit may control the first object and the second object so that they are not affected by the characters.

[0014] (8) In the game system and program according to the present invention, the object control unit may perform control so that the first object and the second object are not erased from the game space by an action from the character.

[0015] (9) In the game system and program according to the present invention, the object control unit may move the first object and the second object along a predetermined path within the game space.

[0016] (10) In the game system and program according to the present invention, the object control unit may control the movement of the first object and the second object in accordance with a predetermined condition.

[0017] (11) In addition, in the game system and program of the present invention, the object control unit may determine the movement paths of the first object and the second object based on the game progress status of the first camp and the second camp.

[0018] (12) In addition, in the game system and program of the present invention, the object control unit may control the first object and the second object to have an effect on the game area or the game elements that exist within a predetermined range set for the first object and the second object.

[0019] (13) In addition, in the game system and program of the present invention, the game space setting unit may place characters belonging to the first camp and characters belonging to the second camp in the game space, and the object control unit may control the first object and the second object to have an effect on the characters that are present within a predetermined range set for each object.

[0020] (14) In the game system and program according to the present invention, the game elements include fixed objects arranged in the game space, and the game progression control unit is configured to The progress of the game may be controlled based on the result of an attack by the character belonging to one of the first camp and the second camp against the fixed object belonging to the other camp.

[0021] (15) In addition, in the game system and program of the present invention, the game elements may include a victory / loss determination item placed in the game space, and the game progress control unit may determine the outcome of the game based on the result of the first camp or the second camp acquiring the victory / loss determination item.

[0022] (16) In addition, in the game system and program of the present invention, the game progress control unit may control so that, when a character belonging to one of the first camp and the second camp disables or acquires a fixed object belonging to the other camp, one camp can or easily acquire the victory / loss determining item belonging to the other camp.

[0023] (17) In addition, in the game system and program of the present invention, the game progress control unit may control the fixed object belonging to one of the first camp and the second camp to have an advantageous effect on the character belonging to one camp and an unfavorable effect on the character belonging to the other camp.

[0024] (18) In the game system and program according to the present invention, the object control unit The first object may be controlled to exert an effect that makes it easier for the characters belonging to the first camp to neutralize or acquire the fixed objects belonging to the second camp, and the second object may be controlled to exert an effect that makes it easier for the characters belonging to the second camp to neutralize or acquire the fixed objects belonging to the first camp.

[0025] (19) In addition, in the game system and program of the present invention, the object control unit may change the abilities of the first object and the second object based on information about the characters belonging to the first camp and information about the characters belonging to the second camp.

[0026] (20) In addition, in the game system and program of the present invention, the object control unit may change the abilities of the first object and the second object based on the game progress status of the first camp and the second camp.

[0027] (21) In the game system and program according to the present invention, the object control unit may change the abilities of the first object and the second object based on the information about the game space.

[0028] (22) In the game system and program according to the present invention, the object control unit may change the abilities of the first object and the second object in accordance with the progress of the game or the elapsed time of the game.

[0029] (23) In the game system and program according to the present invention, the object control unit may change the number of the first objects and the second objects in accordance with the progress of the game or the elapsed time.

[0030] (24) In addition, in the game system and program of the present invention, the object control unit may control both the first object and the second object to exert an advantageous effect on the first camp and an unfavorable effect on the second camp when the game progress status of the first camp satisfies a predetermined condition.

[0031] (25) In addition, in the game system and program of the present invention, the object control unit may place and move the first object and the second object in the game space without relying on instructions from a player, and control the first object and the second object so that they automatically exert their effects.

[0032] (26) In addition, in the game system and program of the present invention, the object control unit may move the first object and the second object within the game space without relying on instructions from the player other than instructions for the initial movement path, and may control the first object and the second object so that they automatically exert their effects. [Brief explanation of the drawings]

[0033] [Figure 1]FIG. 1 is a diagram showing a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of functional blocks of a terminal according to the present embodiment. [Figure 3] FIG. 1 is a diagram showing an example of a game space in which a first camp and a second camp compete against each other. [Figure 4] 4 is a flowchart showing the flow of processing in the game system of the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0034] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily necessary constituent elements of the present invention.

[0035] 1. Configuration Fig. 1 shows a game system of this embodiment. In this embodiment, the game system is configured with a plurality of terminals 10 and a server 20 (server device). In other words, as shown in Fig. 1, the game system of this embodiment is configured so that the server 20 that provides services and the terminals 10 (10A, 10B, 10C, etc.) can be connected to a network.

[0036] The server 20 is an information processing device that provides online game services in response to requests from the terminal 10. The server 20 can be configured from one or more servers (such as an authentication server, a matching server, a game processing server, a communication server, a billing server, and a database server).

[0037] In this embodiment, the game is executed on the player's terminal 10, and the server 20 manages information such as the player's account information, the game results of the game executed on the terminal 10, game media (characters, items, etc.) that can be used in the game, and in-game currency that can be used in the game.

[0038] The terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game console, etc.), a personal computer (PC), a game device, etc., and is a device that can be connected to the server 20 via a network such as the Internet (WAN) or LAN. The communication line between the terminal 10 and the server 20 may be wired or wireless.

[0039] 2 shows an example of functional blocks of the terminal 10 of this embodiment. Note that the terminal of this embodiment may have a configuration in which some of the components (each unit) of FIG. 2 are omitted.

[0040] The input unit 150 is a device for inputting (detecting) input information from the player, and outputs the player's input information (operation information) to the processing unit 100. The functions of the input unit 150 can be realized by input devices such as directional keys, buttons, an analog stick (joystick), a touch panel, a touchpad, a mouse, and a keyboard.

[0041] The storage unit 170 stores programs and various data for causing the computer to function as each unit of the processing unit 100, and also functions as a work area for the processing unit 100, and this function can be realized by a hard disk, RAM, etc. The storage unit 170 stores parameters set for at least one of the game content, placed objects, and stored objects.

[0042] The display unit 190 outputs the game image generated by the processing unit 100, and its function can be realized by a display such as a touch panel, LCD, or HMD (head mounted display) that also functions as the input unit 150.

[0043] The sound output unit 192 outputs the sound generated by the processing unit 100, and this function can be realized by a speaker, headphones, or the like.

[0044] The communication unit 196 performs various controls for communication with the server 20 and other terminals 10, and its functions can be realized by hardware such as various processors or communication ASICs, programs, and the like.

[0045] Note that the programs and various data stored in an information storage medium or storage unit of the server 20 for causing a computer to function as each unit of the processing unit 100 may be received via a network, and the received programs and data may be stored in the storage unit 170. Such cases of receiving programs and various data and causing a terminal to function are also included within the scope of the present invention.

[0046] The processing unit 100 (processor) performs processes such as game progression, image generation, and sound generation, based on input information (operation information) from the input unit 150, a program, and data received via the communication unit 196. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs. The processing unit 100 includes a game space setting unit 110, a game progress control unit 112, an object control unit 114, an image generation unit 120, and a sound generation unit 130.

[0047] The game space setting unit 110 sets and arranges the game area or game elements and characters belonging to the first camp, the game area or game elements and characters belonging to the second camp, the first object and the second object in the game space (three-dimensional virtual space, two-dimensional virtual space).

[0048] The game progress control unit 112 controls the progress of a game in which a first camp and a second camp compete against each other. Game elements include fixed objects arranged in the game space, and the game progress control unit 112 controls the progress of the game based on the results of attacks by characters belonging to one of the first camp and the second camp against fixed objects belonging to the other camp. The game progress control unit 112 controls the actions (movement, attack, etc.) of the characters belonging to the first camp and the characters belonging to the second camp corresponding to the player based on input information input by the player from the input unit 150, and controls the actions of the characters belonging to the first camp and the characters belonging to the second camp corresponding to the other player based on input information input by other players and received from other terminals 10 via the server 20. The game elements also include victory / loss determining items (a victory / loss determining item belonging to the first camp and a victory / loss determining item belonging to the second camp, or a victory / loss determining item common to the first camp and the second camp) that are placed in the game space, and the game progress control unit 112 determines the outcome of the game based on the acquisition of the victory / loss determining items by the first camp or the second camp. Furthermore, when a character belonging to one of the first camp and the second camp disables or acquires a fixed object belonging to the other camp, the game progress control unit 112 controls so that one camp can or easily acquires the victory / loss determining item belonging to the other camp. The game progress control unit 112 controls the fixed objects belonging to one of the first and second camps so that they give advantageous effects to characters belonging to one camp and disadvantageous effects to characters belonging to the other camp.

[0049] The object control unit 114 automatically moves within the game space a first object (NPC) that exerts an advantageous effect on the first camp (for the player or player character of the first camp) and an unfavorable effect on the second camp (for the player or player character of the second camp), and a second object (NPC) that exerts an advantageous effect on the second camp and an unfavorable effect on the first camp. The object control unit 114 moves the first object and the second object within both the game area or area in which game elements are set that belongs to the first camp and the game area or area in which game elements are set that belongs to the second camp. The object control unit 114 may control the first object so that the first object exerts an advantageous effect on the first camp when present in the game area of ​​the first camp, or an unfavorable effect on the second camp when present in the game area of ​​the second camp, and may control the second object so that the second object exerts an advantageous effect on the second camp when present in the game area of ​​the second camp, or an unfavorable effect on the first camp when present in the game area of ​​the first camp. The object control unit 114 moves the first object and the second object along a predetermined path within the game space, and controls the movements of the first object and the second object (start and end of movement, stopping and resuming of movement, movement speed, etc.) in accordance with predetermined conditions. The object control unit 114 may also determine the movement paths of the first object and the second object based on the game progress of the first camp and the second camp. In addition, the object control unit 114 controls the first object and the second object so that they are not affected by actions (such as attacks) from the game area, game elements, and characters, and / or so that they are not eliminated from the game space by such actions.

[0050] The object control unit 114 also controls the first object and the second object so that they impart effects to the game area, game elements, and characters that exist within a predetermined range set for each object (within a predetermined distance range from the object's position). The object control unit 114 also controls the first object so that it exerts an effect that makes it easier for characters belonging to the first camp to neutralize or capture fixed objects belonging to the second camp, and the second object so that it makes it easier for characters belonging to the second camp to neutralize or capture fixed objects belonging to the first camp. The object control unit 114 may also control the first object and the second object so that, when the game progress of the first camp satisfies a predetermined condition, both the first object and the second object exert an effect advantageous to the first camp and an effect disadvantageous to the second camp. The object control unit 114 also places and moves the first object and the second object in the game space without relying on instructions from the player (instructions other than instructions for the initial movement path), and controls the first object and the second object so that they automatically exert their effects.

[0051] The object control unit 114 may also change the abilities of the first object and the second object based on information about characters belonging to the first camp and information about characters belonging to the second camp, the game progress status of the first camp and the second camp, information about the game space, and / or the game progress or the elapsed time. The object control unit 114 may also change the number of first objects and second objects according to the game progress or the elapsed time.

[0052] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image (a game image including game elements, characters, a first object, and a second object arranged in the game space) and outputs it to the display unit 190. The image generation unit 120 generates a virtual camera (a given It is also possible to generate an image that can be seen from a given viewpoint (a so-called three-dimensional image).

[0053] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 192 .

[0054] The game system of this embodiment may also be configured as a server system. The server system may be configured with one or more servers (such as an authentication server, a game processing server, a communication server, a billing server, and a database server). In this case, the server system performs processing in each unit of the processing unit 100 based on operation input (data input to an input unit of the terminal) transmitted from one or more terminals (e.g., a smartphone, a mobile phone, a portable game console, etc.) connected via a network, generates image generation data for generating an image, and transmits the generated image generation data to each terminal. Here, the image generation data refers to data for displaying an image generated by the method of this embodiment on each terminal, and may be image data itself or various data (such as object data and game processing result data) used by each terminal to generate an image. The game system may also be configured so that the processing of each unit of the processing unit 100 is distributed between the server and the terminals.

[0055] 2. Method of this embodiment Next, a method according to an embodiment of the present invention will be described with reference to the drawings. The game system according to this embodiment is configured to set game elements (or game areas) belonging to a first camp and game elements belonging to a second camp in a game space, and to execute a game in which the first camp and the second camp compete against each other.

[0056] FIG. 3 is a diagram showing an example of a game space in which a first camp and a second camp battle each other. In the first camp's area, which is the area on the left side of the game space GS, a base BS1 of the first camp, four fixed objects FO1 ("A" to "D") and a victory / loss determination item VI1 are set as game elements belonging to the first camp. In the second camp's area, which is the area on the right side of the game space GS, a base BS2 of the second camp, four fixed objects FO2 ("a" to "d") and a victory / loss determination item VI2 are set as game elements belonging to the second camp. Note that the fixed objects FO1 and FO2 and the victory / loss determination items VI1 and VI2 may be areas (game areas). In the central area AR of the game space GS, a boss character BC (mid-boss, major boss) that does not belong to either the first camp or the second camp appears. In addition, characters CA1 belonging to the first camp (four player characters corresponding to the four players of the first camp) and characters CA2 belonging to the second camp (four player characters corresponding to the four players of the second camp) are placed in the game space GS. The four players of the first camp and the four players of the second camp each operate the input unit 150 to make their assigned characters CA1 and CA2 perform actions such as movement and attack. Players of each camp can also have sub-characters, which are NPCs, participate in the game (place them in the game space GS).

[0057] A shield SH1 that protects against the victory / loss determination item VI1 is set in the victory / loss determination item VI1, and a shield SH2 that protects against the victory / loss determination item VI2 is set in the victory / loss determination item VI2. If the character CA1 of the first camp disables (destroys) the shield SH2 of the second camp and acquires the victory / loss determination item VI2, the first camp wins, and if the character CA2 of the second camp disables the shield SH1 of the first camp and acquires the victory / loss determination item VI1, the second camp wins.

[0058] The following explanation will focus on the attacks of the first camp, and the explanation of the attacks of the second camp will be omitted as appropriate. The player of the first camp moves the character CA1 in the game space GS, and attacks the character CA1 with the character CA2 of the second camp, the fixed object FO2, the shield S, and the like. H2 can be made to attack. When character CA1 attacks character CA2, the vitality value of character CA2 decreases by an amount of damage corresponding to the attack power of character CA1. When character CA2's vitality value reaches 0, character CA2 is erased from game space GS and reappears (respawns) at base BS2 after a certain period of time has passed. In order to prevent respawn kills, the vitality value of ally character CA1 (CA2) within the range of base BS1 (BS2) recovers by a predetermined amount every predetermined period of time.

[0059] When character CA1 attacks fixed object FO2, the stamina value of fixed object FO2 decreases by an amount corresponding to the damage caused by character CA1's attack power. When the stamina value of fixed object FO2 reaches 0, fixed object FO2 is neutralized (destroyed) and erased from game space GS. When character CA1 neutralizes fixed object FO2, the first camp becomes able to obtain victory / loss determination item VI2. In other words, if all four fixed objects FO2 are not neutralized, even if character CA1 attacks shield SH2, the amount of damage caused by the attack is reduced by 100%, and the stamina value of shield SH2 does not decrease. Furthermore, if one of the four fixed objects FO2 is neutralized, the damage is reduced by 75% (the health value of the shield SH2 is reduced by 25% of the damage amount); if two are neutralized, the damage is reduced by 50% (the health value of the shield SH2 is reduced by 50% of the damage amount); if three are neutralized, the damage is reduced by 25% (the health value of the shield SH2 is reduced by 75% of the damage amount); and if four are neutralized, the damage is not reduced (the health value of the shield SH2 is reduced by the damage amount). When the health value of the shield SH2 reaches 0, the shield SH2 is neutralized (destroyed), and the player can obtain the victory / loss determination item VI2. Thus, the more fixed objects FO2 the character CA1 neutralizes through attacks, the easier it is to obtain the victory / loss determination item VI2. After neutralizing the shield SH2, the player on the first camp can obtain the victory / loss determination item VI2 by moving the character CA1 within a predetermined distance from the victory / loss determination item VI2 and performing a predetermined operation.

[0060] The fixed object FO1 (FO2) has a beneficial effect on the ally character CA1 (CA2) and a detrimental effect on the enemy character CA2 (CA1). Specifically, if only the ally character CA1 (CA2) is present within a predetermined range set for the fixed object FO1 (FO2), the stamina value of the character CA1 (CA2) is restored. If the enemy character CA2 (CA1) is present within the predetermined range of the fixed object FO1 (FO2), the character CA2 (CA1) is automatically attacked. Note that if multiple enemy characters CA2 (CA1) are present within the predetermined range, the character CA2 (CA1) closest to the fixed object FO1 (FO2) is given priority in attacking. If multiple enemy characters CA2 (CA1) are present, the character CA2 (CA1) with the lowest stamina value is given priority in attacking.

[0061] In the game of this embodiment, a first object OB1, which is an object belonging to the first camp and exerts advantageous effects on the first camp (for the player or character CA1 of the first camp) and disadvantageous effects on the second camp (for the player or character CA2 of the second camp), and a second object OB2, which is an object belonging to the second camp and exerts advantageous effects on the second camp and disadvantageous effects on the first camp, automatically move within the game space GS. The first object OB1 moves along two predetermined movement paths TR u ,TR d The first object OB1 moves along one of the movement routes, and the second object OB2 moves along the other movement route. The first object OB1 starts moving from the base BS1 and follows the movement route TR u (or travel route TR d ), passing through the area of ​​the first camp and the area of ​​the second camp, arrives near the base BS2, and then passes through the area of ​​the second camp and the area of ​​the first camp along the same movement route, returning to the base BS1. Similarly, the second object OB2 starts moving from the base BS2 and travels Road TR d (or travel route TR u), passing through the territory of the second camp and the territory of the first camp, and arriving near base BS1, and then returning to base BS2 along the same movement route, passing through the territory of the first camp and the territory of the second camp. The first object OB1 and the second object OB2 automatically appear, move through the game space GS, and automatically exert their effects without relying on the player's instructions (except for instructions regarding the initial movement route, which will be described later). Furthermore, the first object OB1 and the second object OB2 are special NPCs that are not affected by the actions (attacks or effects) of the game elements (fixed objects FO1 and FO2, victory / loss determination items VI1 and VI2) and characters CA1 and CA2, and are not erased (destroyed or neutralized) from the game space GS by such actions, and are the highest-ranking entities in the game.

[0062] The movement route that the first object OB1 and the second object OB2 will initially take is determined as follows: If character CA1 attacks character CA2 first before a predetermined time has passed after the start of the game, the first camp is given the right to change the movement route (movement route change right), and if character CA2 attacks character CA1 first, the second camp is given the movement route change right. If no attack on a character has occurred after the predetermined time has passed, the camp that has inflicted the most damage on enemy sub-characters (NPCs) is given the movement route change right. The default movement route of the camp that has been given the movement route change right is movement route TR. u However, for example, if the right to change the movement path is given to the first camp, and three or more players in the first camp perform the movement path change operation, the movement path of the first object OB1 will be the movement path TR d The movement path of the second object OB2 is changed to the movement path TR u On the other hand, if the operation is not performed by three or more players of the first camp, the movement path of the first object OB1 is determined to be the default movement path TR u The movement path of the second object OB2 is determined as the movement path TR d is determined.

[0063] After the movement path is determined, the first object OB1 (second object OB2) appears at the base BS1 (BS2) and begins moving along the determined movement path. When an enemy fixed object FO2 (FO1) or shield SH2 (SH1) enters a predetermined range set for the first object OB1 (second object OB2), the first object OB1 (second object OB2) stops moving and attacks the fixed object FO2 (FO1) or shield SH2 (SH1), causing damage (inflicting a detrimental effect on the enemy camp). When the health value of the fixed object FO2 (FO1) or shield SH2 (SH1) reaches 0, the first object OB1 (second object OB2) resumes moving. Furthermore, an enemy fixed object FO2 (FO1) within the predetermined range of the first object OB1 (second object OB2) stops recovering the health value of the ally character CA2 (CA1) and stopping its attack on the enemy character CA1 (CA2), and its own health value decreases (becomes weaker). That is, the first object OB1 (second object OB2) exerts an effect that makes it easier for the character CA1 (CA2) to neutralize the enemy fixed object FO2 (FO1). Also, the first object OB1 (second object OB2) reduces damage received by the ally character CA1 (CA2) that exists within a predetermined range set for the first object OB1 (second object OB2) by a predetermined percentage, and increases the attack power of the character CA1 (CA2) by a predetermined amount (providing an advantageous effect for the ally camp). Note that the first object OB1 (second object OB2) does not receive damage from attacks by the character CA2 (CA1) or the fixed object FO2 (FO1). Furthermore, the first object OB1 may exert an advantageous effect for the first camp when it is present in the game area of ​​the first camp (the territory of the first camp or the game area belonging to the first camp), and may not exert an advantageous effect for the first camp when it is not present in the game area of ​​the first camp; or may exert an adverse effect for the second camp when it is present in the game area of ​​the second camp (the territory of the second camp or the game area belonging to the second camp), and may not exert an adverse effect for the second camp when it is not present in the game area of ​​the second camp.Similarly, when the second object OB2 exists in the game area of the second camp, it exhibits an advantageous effect for the second camp and exists in the game area of the second camp. When it does not exist, it may be configured not to exhibit an advantageous effect for the second camp. When it exists in the game area of the first camp, it exhibits a disadvantageous effect for the first camp, and when it does not exist in the game area of the first camp, it may be configured not to exhibit a disadvantageous effect for the first camp.

[0064] The first object OB1 (the second object OB2) starts moving at a predetermined initial velocity V0 and gradually decelerates until it reaches a predetermined velocity V1 (V1 < V0), and is controlled to reach the predetermined velocity V1 when approaching the enemy's fixed objects "b" or "d" ("D" or "B"). Also, after starting to move, the first object OB1 (the second object OB2) disappears from the game space GS when a predetermined time has elapsed, and after disappearing, reappears at the base BS1 (BS2) again, moves along a different movement path than the previous time, and repeats this thereafter. For example, first, the first object OB1 moves along the movement path TR u and the second object OB2 moves along the movement path TR d When reappearing, the first object OB1 moves along the movement path TR d and the second object OB2 moves along the movement path TR u to move.

[0065] In this embodiment, the abilities of the first object OB1 and the second object OB2 (attack power, initial speed V0, abilities related to effects advantageous to the friendly camp and effects disadvantageous to the enemy camp) may be changed based on information about the character CA1 and information about the character CA2 (number, type, etc.). For example, if a specific character (e.g., a character with high rarity) is present among the characters CA1 belonging to the first camp, the ability of the first object OB1 may be increased, or if a specific character is present among the characters CA2 belonging to the second camp, the ability of the first object OB1 may be decreased. Furthermore, the ability of the first object OB1 may be increased as the number of characters CA1 belonging to the first camp increases.

[0066] The abilities of the first object OB1 and the second object OB2 may also be changed based on the game progress of the first and second camps (such as the use of items, performance, and destruction of fixed objects FO1 and FO2). For example, if character CA1 attacks and defeats boss character BC that appears in area AR, the attack power and initial velocity V0 of the first object OB1 increase. The abilities of the first object OB1 may also increase when a player (or character CA1) of the first camp uses a specific item. The abilities of the first object OB1 may also increase as the number of fixed objects FO2 destroyed by the first camp increases. Furthermore, the greater the number of fixed objects FO2 destroyed by the first camp minus the number of fixed objects FO1 destroyed by the second camp, the more advantageous the first camp is (the second camp is at a disadvantage), and the lower the ability of the first object OB1 (and the higher the ability of the second object OB2), and the greater the number of fixed objects FO1 destroyed by the second camp minus the number of fixed objects FO2 destroyed by the first camp, the more advantageous the first camp is (the second camp is at a disadvantage), and the higher the ability of the first object OB1 (and the lower the ability of the second object OB2).

[0067] Furthermore, the abilities of the first object OB1 and the second object OB2 may be changed based on information (size and shape) of the game space GS. For example, the attack range (predetermined range) and initial speed V0 of the first object OB1 and the second object OB2 may be increased as the area of ​​the game space GS increases. Furthermore, if the game space GS has an elongated shape, the attack range of the first object OB1 and the second object OB2 may be decreased. Furthermore, if the game space GS is an area having a ground and a sky, the first object OB1 and the second object OB2 may be given the ability to fly in the sky.

[0068] Furthermore, the abilities of the first object OB1 and the second object OB2 are changed according to the progress of the game or the elapsed time of the game. Specifically, when a predetermined time has elapsed since the start of the game, In this case, the first object OB1 (second object OB2) teleports to the area AR and attacks the enemy fixed object FO2 (FO1) in sequence. The priority of the first object OB1 (second object OB2)'s attack targets is "b (B)," "d (D)," "a (A)," and "c (C)." Furthermore, the character CA2 (CA1) and shield SH2 (SH1) within a predetermined distance from the fixed object FO2 (FO1) attacked by the first object OB1 (second object OB2) also receive damage. If the shield SH2 (SH1) is destroyed by this damage, the victory / loss determination item VI2 (VI1) disappears after a predetermined time has elapsed. Alternatively, the attack power, initial velocity V0, etc. of the first object OB1 and the second object OB2 may simply increase when a predetermined time has elapsed since the start of the game (or as time passes).

[0069] Furthermore, the number of first objects OB1 and second objects OB2 may be changed according to the progress of the game or the elapsed time of the game. For example, when a predetermined time has elapsed since the start of the game, the number of first objects OB1 and second objects OB2 appearing in the game space GS may each be set to two (increased). Furthermore, when the first camp is at a disadvantage (the number of destroyed fixed objects FO1 is large), the number of first objects OB1 may be set to two, and when the second camp is at a disadvantage (the number of destroyed fixed objects FO2 is large), the number of second objects OB2 may be set to two.

[0070] In addition, when the game progress of the first camp (second camp) satisfies a predetermined condition, both the first object OB1 and the second object OB2 are controlled to exert advantageous effects on the first camp (second camp) and unfavorable effects on the second camp (first camp). For example, when the character CA1 attacks and defeats the "big boss" of the boss characters BC appearing in the area AR, the second object OB2 appears at the base BS1 of the first camp and follows the movement path (for example, TR u ) and different travel paths (TR d ) At this time, the second object OB2 exerts the same effects as the first object OB1 (the effect of damaging the fixed object FO2 and the shield SH2 within a predetermined range, the effect of stopping the effect of the fixed object FO2 within a predetermined range and decreasing its strength value, and the effect of reducing damage received by the character CA1 within a predetermined range and increasing its attack power).

[0071] According to this embodiment, a first object OB1 that exerts an advantageous effect on the first camp and an unfavorable effect on the second camp, and a second object OB2 that exerts an advantageous effect on the second camp and an unfavorable effect on the first camp are moved along a predetermined movement route TR (passing through both the area of ​​the first camp and the area of ​​the second camp) in the game space GS. u ,TR d By automatically moving the characters, it is possible to create a competitive game in which the outcome is unpredictable.

[0072] 3. Processing Next, an example of the processing of the game system (terminal 10) of this embodiment will be described with reference to the flowchart of FIG.

[0073] The game space setting unit 110 sets (places) the first camp's base BS1, a fixed object FO1 belonging to the first camp, and a victory / loss determination item VI1 in the area of ​​the first camp in the game space GS, and sets the second camp's base BS2, a fixed object FO2 belonging to the second camp, and a victory / loss determination item VI2 in the area of ​​the second camp in the game space GS (step S10).

[0074] Next, the game progress control unit 112 controls the actions (movement, attacks on character CA2, fixed object FO2 and shield SH2, acquisition of victory / loss determination item VI2) of character CA1 belonging to the first camp based on the operation of the player of the first camp, and determines the effect of fixed object FO1 belonging to the first camp (attacks character CA2 within a predetermined range and destroys character CA2 within a predetermined range). The second camp controls the activation of the effect of the fixed object FO2 belonging to the second camp (the effect of attacking character CA1 within a predetermined range and restoring the stamina of character CA2 within a predetermined range), and the actions of character CA2 belonging to the second camp (movement, attacks on character CA1, fixed object FO1 and shield SH1, acquisition of victory / loss determination item VI1) based on the operation of the player of the second camp (step S11).

[0075] The object control unit 114 controls the behavior of the first object OB1 (appearance, movement along the movement path, stopping movement, resuming movement, disappearance, activation of the effect of attacking fixed objects FO2 and shield SH2 within a predetermined range, activation of the effect of stopping the effect of fixed objects FO2 within a predetermined range and reducing their vitality value, activation of the effect of reducing damage received by character CA1 within a predetermined range and increasing their attack power) and the behavior of the second object OB2 (appearance, movement along the movement path, stopping movement, resuming movement, disappearance, activation of the effect of attacking fixed objects FO1 and shield SH1 within a predetermined range, activation of the effect of stopping the effect of fixed objects FO1 within a predetermined range and reducing their vitality value, activation of the effect of reducing damage received by character CA2 within a predetermined range and increasing their attack power) (step S12).

[0076] Next, the game progress control unit 112 determines whether or not to continue the competitive game (step S13), and if the competitive game is to be continued (neither the outcome determination item VI1 nor VI2 has been acquired) (Y in step S13), it proceeds to step S11 and repeats the processing from step S11 onwards until either the outcome determination item VI1 or VI2 is acquired.

[0077] The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings. [Explanation of symbols]

[0078] 10...terminal, 20...server, 100...processing unit, 110...game space setting unit, 112...game progress control unit, 114...object control unit, 120...image generation unit, 130...sound generation unit, 150...input unit, 170...storage unit, 190...display unit, 192...sound output unit, 196...communication unit

Claims

1. a game space setting unit that sets a game area or game elements belonging to the first camp and a game area or game elements belonging to the second camp in the game space; a game progress control unit that controls the progress of a game in which the first camp and the second camp compete against each other; A game system comprising: an object control unit that automatically moves within the game space a first object that exerts an advantageous effect on the first camp and an unfavorable effect on the second camp; and a second object that exerts an advantageous effect on the second camp and an unfavorable effect on the first camp.

2. In claim 1, The object control unit A game system characterized by moving the first object and the second object through both the game area or area in which the game elements are set that belongs to the first camp and the game area or area in which the game elements are set that belongs to the second camp.

3. In claim 1, A game system characterized in that when the first object is present in the game area of ​​the first camp, it exerts an advantageous effect on the player or player character of the first camp, or when the first object is present in the game area of ​​the second camp, it exerts an unfavorable effect on the player or player character of the second camp.

4. In claim 1, A game system characterized in that when the second object is present in the game area of ​​the second camp, it exerts an advantageous effect on the player or player character of the second camp, or when the second object is present in the game area of ​​the first camp, it exerts an unfavorable effect on the player or player character of the first camp.

5. In claim 1, The object control unit A game system characterized by controlling the first object and the second object so that they are not affected by the game area or the game elements.

6. In claim 5, The object control unit A game system characterized by controlling the first object and the second object so that they are not erased from the game space by an action from the game area or the game element.

7. In claim 1, The game space setting unit placing a character belonging to the first camp and a character belonging to the second camp in the game space; The object control unit A game system characterized by controlling the first object and the second object so that they are not affected by the action of the character.

8. In claim 7, The object control unit The first object and the second object are moved by an action from the character. A game system characterized by controlling the game so that it is not deleted from the game space.

9. In claim 1, The object control unit A game system characterized in that the first object and the second object are moved along a predetermined movement path within the game space.

10. In claim 1, The object control unit A game system characterized in that the movements of the first object and the second object are controlled in accordance with predetermined conditions.

11. In claim 1, The object control unit A game system characterized in that movement paths of the first object and the second object are determined based on game progress statuses of the first camp and the second camp.

12. In claim 1, The object control unit A game system characterized in that the first object and the second object are controlled so as to impart an effect to the game area or the game elements that exist within a predetermined range set for each of them.

13. In claim 1, The game space setting unit placing a character belonging to the first camp and a character belonging to the second camp in the game space; The object control unit A game system characterized in that the first object and the second object are controlled so as to impart an effect to the character that exists within a predetermined range set for each of them.

14. In claim 13, the game elements include fixed objects to be placed in the game space; The game progress control unit A game system characterized in that the progress of the game is controlled based on the results of an attack by the character belonging to one of the first camp and the second camp against the fixed object belonging to the other camp.

15. In claim 14, the game elements include a victory or defeat determination item to be placed in the game space; The game progress control unit A game system characterized in that the outcome of the game is determined based on the result of acquisition of the outcome determining item by the first camp or the second camp.

16. In claim 15, The game progress control unit When the character belonging to one of the first camp and the second camp disables or acquires the fixed object belonging to the other camp, control is performed so that one camp can or easily acquire the victory / loss determining item belonging to the other camp. A game system.

17. In claim 14, The game progress control unit A game system characterized by controlling the fixed object belonging to one of the first camp and the second camp to give an advantageous effect to the character belonging to one camp and an unfavorable effect to the character belonging to the other camp.

18. In any one of claims 14 to 17, The object control unit A game system characterized by controlling the first object to exert an effect that makes it easier for the characters belonging to the first camp to neutralize or acquire the fixed objects belonging to the second camp, and the second object to exert an effect that makes it easier for the characters belonging to the second camp to neutralize or acquire the fixed objects belonging to the first camp.

19. In claim 13, The object control unit A game system characterized in that the abilities of the first object and the second object are changed based on information about the characters belonging to the first camp and information about the characters belonging to the second camp.

20. In claim 1, The object control unit A game system characterized in that abilities of the first object and the second object are changed based on the game progress status of the first camp and the second camp.

21. In claim 1, The object control unit A game system characterized in that abilities of the first object and the second object are changed based on information about the game space.

22. In claim 1, The object control unit A game system characterized in that abilities of the first object and the second object are changed according to the progress of the game or the elapsed time of the game.

23. In claim 1, The object control unit A game system characterized in that the number of the first objects and the second objects is changed according to the progress of the game or the elapsed time.

24. In claim 1, The object control unit A game system characterized by controlling both the first object and the second object to exert advantageous effects on the first camp and disadvantageous effects on the second camp when the game progress status of the first camp satisfies predetermined conditions.

25. In claim 1, The object control unit A game system characterized by arranging and moving the first object and the second object in the game space without relying on instructions from a player, and controlling the first object and the second object so that effects are automatically exerted.

26. In claim 1, The object control unit A game system characterized by moving the first object and the second object within the game space without relying on instructions from a player other than instructions for an initial movement path, and controlling the first object and the second object so that effects are automatically exerted.

27. a game space setting unit that sets a game area or game elements belonging to the first camp and a game area or game elements belonging to the second camp in the game space; a game progress control unit that controls the progress of a game in which the first camp and the second camp compete against each other; A program that causes a computer to function as an object control unit that automatically moves, within the game space, a first object that exerts an advantageous effect on the first camp and an unfavorable effect on the second camp, and a second object that exerts an advantageous effect on the second camp and an unfavorable effect on the first camp.

Citation Information

Patent Citations

  • Game system, game device, method of controlling game device, and program

    JP2013138715A