Game system and program
The game system dynamically adjusts frame layouts and visibility based on game status and character positions, addressing the fixed frame layout issue in conventional systems to enhance player engagement and entertainment value.
Patent Information
- Application Number
- JP2024056529
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-29
- Publication Date
- 2025-10-10
AI Technical Summary
Conventional game systems with fixed frame layouts lack the ability to dynamically change based on game situations, leading to reduced interest and entertainment value.
A game system that includes a character control unit and a piece change control unit to dynamically change the display mode, number, and division of frames based on game status, character positions, and game situation, allowing characters to move across frame boundaries and adjust frame visibility and layout accordingly.
Enhances game interest and entertainment value by dynamically adapting the frame layout and visibility based on game dynamics, improving player engagement and interaction.
Smart Images

Figure 2025153857000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system and a program. [Background technology]
[0002] BACKGROUND ART Conventionally, there is known a technique for progressing a game in a game space divided into frames like a comic (for example, Patent Documents 1 and 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-131362 [Patent Document 2] Japanese Patent Application Laid-Open No. 2014-233403 Summary of the Invention [Problem to be solved by the invention]
[0004] In conventional technology, the frame layout itself was fixed and the frame layout was not changed according to the game situation, which resulted in issues with interest.
[0005] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide a game system etc. that can increase the entertainment value of a game using a game space divided into frames like a comic book. [Means for solving the problem]
[0006] (1) The present invention relates to a game system for executing a game in which multiple characters move among multiple pieces in a game space divided by multiple pieces, the game system including a character control unit that controls the actions of the multiple characters, and a piece change control unit that changes the display mode of the pieces based on the game status of the multiple characters and the positions of the pieces where the characters are located. 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 storing the program.
[0007] According to the present invention, the interest of a game using a game space divided into frames can be increased by changing the display mode of frames based on the game status of multiple characters and the position of the frame in which the characters are located.
[0008] (2) The present invention relates to a game system for executing a game in which multiple characters move pieces in a game space divided by multiple pieces, the game system including a character control unit that controls the actions of the multiple characters, and a piece change control unit that changes the number of pieces dividing the game space or the way the pieces are divided based on the status of the game. 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.
[0009] According to the present invention, the number of pieces in the game space and how the pieces are divided can be changed based on the game situation, thereby increasing the interest of games that use a game space divided into pieces.
[0010] (3) In the game system and program according to the present invention, the character control unit The movement of the character may be controlled so that the character moves across the boundary between the frames.
[0011] (4) In the game system and program according to the present invention, the character control unit may control the movement of the character so that the character moves through the pieces in a predetermined order.
[0012] (5) In addition, in the game system and program of the present invention, the character control unit may control the movement of a first character so that the first character moves the pieces in a first order, and may control the movement of a second character competing against the first character so that the second character moves the pieces in a second order that is the opposite of the first order.
[0013] (6) In the game system and program according to the present invention, the piece change control unit may change the display mode of a piece on the condition that at least a predetermined number of characters are present in the same piece.
[0014] (7) In addition, in the game system and program of the present invention, the piece change control unit may change the display mode of the piece so that the piece is larger when the number of characters present in the piece is a predetermined number or more than when the number is less than the predetermined number.
[0015] (8) In the game system and program according to the present invention, the piece change control unit may reduce the size of the piece when the number of characters present in the piece changes from a predetermined number or more to a number less than a predetermined number.
[0016] (9) In addition, in the game system and program of the present invention, the piece change control unit may change the movement path of the character in the piece depending on whether the number of characters present in the piece is less than a predetermined number or greater than a predetermined number.
[0017] (10) In addition, in the game system and program of the present invention, the character control unit controls the movement of a first character and the movement of a second character that competes against the first character, and the piece change control unit may change the movement path of the character in the piece depending on whether the number of first characters present in the piece or the number of second characters present in the piece is less than a predetermined number or greater than or equal to a predetermined number.
[0018] (11) In the game system and program according to the present invention, the piece change control unit may change the display mode of the piece based on the proportion of the character's area occupying the piece.
[0019] (12) In addition, in the game system and program according to the present invention, the piece change control unit may change the display mode of the pieces to a mode that associates the pieces when characters existing in different pieces satisfy a predetermined condition.
[0020] (13) In the game system and program according to the present invention, the piece change control unit may divide a piece into a plurality of pieces when characters existing in the same piece satisfy a predetermined condition.
[0021] (14) In addition, in the game system and program of the present invention, the piece change control unit may change the number of pieces that divide the game space or the way in which the pieces are divided based on the number of characters present in the game space.
[0022] (15) In the game system and program according to the present invention, the piece change control unit may change the number of pieces that divide the game space or the way in which the pieces are divided, based on the elapsed time of the game.
[0023] (16) In addition, in the game system and program of the present invention, the piece change control unit may change the number of pieces that divide the game space or the way in which the pieces are divided based on the game status of the characters present in the pieces.
[0024] (17) In addition, in the game system and program of the present invention, the piece change control unit may change the number of pieces that divide the game space or the way in which the pieces are divided based on the type of characters that make up the player's deck. [Brief explanation of the drawings]
[0025] [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. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 4] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 5] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 6] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 7] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 8] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 9] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 10] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 11] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 12] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 13] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 14] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 15] 4 is a flowchart showing the flow of processing in the game system of the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0026] 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.
[0027] 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.
[0028] 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).
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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 character control unit 110, a piece change control unit 112, an image generation unit 120, and a sound generation unit 130.
[0039] The character control unit 110 controls the movements of multiple characters (multiple characters moving pieces in a game space divided into multiple pieces). The character control unit 110 controls the movement of the characters so that the characters move across the boundaries between pieces. The character control unit 110 may also control the movement of the characters so that the characters move between pieces in a predetermined order. The character control unit 110 may also control the movement of a first character (player character) and the movement of a second character (enemy character) that fights against the first character. In this case, the character control unit 110 controls the movement of the first character so that the first character moves between pieces in a first order (for example, if the game space is divided into n pieces (1st to nth pieces), the order is the first piece, the second piece, ... the nth piece), and the character control unit 110 controls the movement of the second character so that the first character moves between pieces in a first order (for example, if the game space is divided into n pieces (1st to nth pieces), the order is the first piece, the second piece, ... the nth piece). The movement of the second character may be controlled so that the character moves through the pieces in a second order that is the reverse of the first order (the nth piece, the n-1th piece, . . . the first piece).
[0040] The piece change control unit 112 changes the display mode of a piece based on the game status of multiple characters and the position of the piece in which the character exists. The piece change control unit 112 may change the display mode of the piece, at least on the condition that a predetermined number or more of characters exist in the same piece. In this case, the piece change control unit 112 may change the display mode of the piece so that the piece is larger when the number of characters existing in the piece is equal to or greater than the predetermined number than when the number is less than the predetermined number (enlarge the piece), and may shrink the piece when the number of characters existing in the piece changes from equal to or greater than the predetermined number to less than the predetermined number. The piece change control unit 112 may also change the movement path of the character in the piece depending on whether the number of characters existing in the piece is less than the predetermined number or equal to or greater than the predetermined number. The piece change control unit 112 may also change the movement path of the character in the piece depending on whether the number of first characters existing in the piece or the number of second characters existing in the piece is less than the predetermined number or equal to or greater than the predetermined number. The piece change control unit 112 may also change the display mode of a piece based on the proportion of the character's area in the piece (that proportion is equal to or greater than a predetermined value). In this case, the piece change control unit 112 may change the display mode of the piece (enlarge the piece) so that the piece is larger when the proportion of the character's area in the piece is equal to or greater than a predetermined value than when it is less than the predetermined value, and may shrink the piece when the proportion of the character's area in the piece changes from equal to or greater than the predetermined value to less than the predetermined value. The piece change control unit 112 may also change the movement path of the character in the piece depending on whether the proportion of the character's area in the piece is less than a predetermined value or equal to or greater than the predetermined value. The piece change control unit 112 may also change the movement path of the character in the piece depending on whether the proportion of the first character's area in the piece or the proportion of the second character's area in the piece is less than a predetermined value or equal to or greater than the predetermined value.Furthermore, when characters existing in different frames satisfy a predetermined condition, the frame change control unit 112 may change the display mode of the frames to a mode that associates the frames (for example, by combining the frames), or when characters existing in the same frame satisfy a predetermined condition, the frame may be divided into multiple frames.
[0041] In addition, the piece change control unit 112 may change the number of pieces that divide the game space or the way the pieces are divided based on the game situation (e.g., the number of characters present in the game space, the elapsed time of the game, the game situation of the characters present in the pieces, the types of characters that make up the player's deck).
[0042] 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 a plurality of pieces that divide the game space and characters existing in the pieces) and outputs it to the display unit 190. The image generation unit 120 may generate an image (a so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in the object space (game space).
[0043] 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 .
[0044] 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 (authentication server, game processing server, communication server, billing server, database server, etc.). 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 a terminal) transmitted from one or more terminals (for example, smartphones, mobile phones, portable game consoles, etc.) connected via a network, and generates image generation data for generating images. The processing unit 100 generates image generation data 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 (object data, game processing result data, etc.) used by each terminal to generate an image. Furthermore, the game system may be configured so that the processing of each unit of the processing unit 100 is distributed and executed between the server and the terminals.
[0045] 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 of this embodiment is configured to execute a game in which multiple characters move through a game space (a divided game space) divided into multiple frames. In this embodiment, the frames are divided in a manner similar to the layout of frames in manga. Typically, frames in manga are divided into various sizes, shapes, and ways (vertically, horizontally, or diagonally). In manga, frames that stand out may be divided into larger spaces, frames may be made non-rectangular to create impact, or frames of the same size may be arranged side by side. The game screen (game space) of this embodiment is also made up of frames divided into various sizes and shapes. Furthermore, in this embodiment, the order in which characters (player characters) move through frames corresponds to the way Japanese manga is read. In Japanese manga, you read from the rightmost frame to the leftmost frame, and when you reach the leftmost frame, you read the rightmost frame of the next row (lower row). In the case of foreign manga, you read from the leftmost frame to the rightmost frame, and when you reach the rightmost frame, you read the leftmost frame of the next row. In the case of four-panel manga, you read from the top frame to the bottom frame. The order in which the characters move through the frames may correspond to the way foreign manga and four-panel manga are read, but is not limited to these.
[0046] FIG. 3 is a diagram showing an example of a game screen (game image) generated by the game system of this embodiment. The game screen GI is displayed on the display unit 190 (touch panel) of the player's terminal 10. The game screen GI displays a plurality of pieces FR that divide the game space. Here, two pieces FR1 and FR2 are displayed in the upper row, one piece FR3 in the middle row, and one piece FR4 in the lower row. The pieces FR1 to FR4 are displayed consecutively from right to left and top to bottom, with the left end of piece FR1 connected to the right end of piece FR2, the left end of piece FR2 connected to the right end of piece FR3, and the left end of piece FR3 connected to the right end of piece FR4. The player's base PB is located to the right of piece FR1, and the enemy base EB and a boss character BC defending base EB are located to the left of piece FR4. Furthermore, the piece FR1 displays the vitality value PH (current value / maximum value) of base PB, and the piece FR4 displays the vitality value EH (current value / maximum value) of base EB. Note that some of the pieces FR that divide the game space may be hidden, and the player may scroll the game screen GI (the area where the pieces FR are displayed) by swiping up or down to display the hidden parts.
[0047] The game screen GI also displays icon ICs of multiple player characters (set as battle characters) that make up the player's deck. Before the start of the battle game, the player can arbitrarily select and set multiple characters that make up the deck from among the characters he owns on the deck setting screen. When the player selects (tap) one of the icon ICs, the player character PC corresponding to the selected icon IC appears from the base PB. The selected icon IC becomes unselectable until the resummon time set as a parameter for the player character PC corresponding to that icon IC has elapsed, and after that resummon time has elapsed, the player character PC becomes selectable again. The player character PC that appears from the base PB automatically moves from right to left across each piece FR along the movement route MR in the order of piece FR1, piece FR2, piece FR3, and piece FR4 (first order). That is, the player character PC moves from the base PB to the left end of piece FR1, and then moves from the left end of piece FR1 to the right end of piece FR2 (piece FR3). The character moves across the boundary between frame FR1 and frame FR2, moves from the right edge of frame FR2 to the left edge, moves from the left edge of frame FR2 to the right edge of frame FR3, moves from the right edge of frame FR3 to the left edge, moves from the left edge of frame FR3 to the right edge of frame FR4, and moves from the right edge of frame FR4 to base EB. Note that when multiple frames are arranged vertically, such as in a four-frame comic strip, the character may move vertically across the frames. The player character PC moves at a speed set as a parameter for the player character PC.
[0048] Above the icon IC on the game screen GI, the cost CS (current value / maximum value) required to make (summon) the player character PC appear is displayed. The cost CS increases (recovers) over time, with the maximum value as its upper limit. As the player's level increases, the maximum value of the cost CS and the recovery speed (the amount of increase in cost CS per unit time) increase. The icon IC also displays the consumed cost CC set for the player character PC corresponding to that icon IC. When an icon IC is selected and the player character PC corresponding to that icon IC appears, the cost CS decreases by the amount of the consumed cost CC.
[0049] The enemy character EC appears from the base EB according to a given algorithm, and automatically moves along the movement route MR, crossing each piece FR from left to right in the order of piece FR4, piece FR3, piece FR2, and piece FR1 (a second order that is the reverse of the first order). The enemy character EC moves at a movement speed set as a parameter for the enemy character EC.
[0050] Each character (player character PC, enemy character EC) is assigned one of the following attributes: "tank," "melee," "mid-range," "long-range," or "buff." The range (attackable range) increases and the maximum stamina decreases in the order of "tank," "melee," "mid-range," and "long-range." Furthermore, there is a rock-paper-scissors relationship between "tank," "melee," "mid-range," and "long-range," with "tank" having an attribute advantageous over "melee," "melee" having an attribute advantageous over "mid-range" and "long-range," and "mid-range" and "long-range" having an attribute advantageous over "tank." Furthermore, "buff" is an attribute that supports characters with other attributes (strengthens and restores their abilities), and its attack power is the lowest of all the attributes.
[0051] FIG. 4 shows the player character PC and enemy character EC approaching each other in a piece FR3. When the enemy character EC enters the range of the player character PC, both characters stop moving, the player character PC begins an attack on the enemy character EC, and the enemy character EC's vitality value decreases according to the attack power of the player character PC. Similarly, when the player character PC enters the range of the enemy character EC, both characters stop moving, the enemy character EC begins an attack on the player character PC, and the player character PC's vitality value decreases according to the attack power of the enemy character EC. When the enemy character EC's vitality value reaches 0, the enemy character EC is removed from the piece FR (game space), and the player character PC resumes moving. Similarly, when the player character PC's vitality value reaches 0, the player character PC is removed from the piece FR, and the enemy character EC resumes moving. When a character receives a predetermined amount (or a predetermined percentage) of damage from an attack, damage is displayed by flashing the character or by changing the character's motion to a predetermined motion (for example, knockback). Furthermore, parameters are set for each character, such as an attack frequency (the time between one attack and the next) and a special move cycle (the cycle of attacks that activates a special move). For example, a character with an attack frequency of "2 seconds" and a special move cycle of "4" attacks every two seconds and activates the special move only once in every four attacks. When a character activates a special move for the first time, a cut-in image depicting the special move is displayed in the center of the game screen GI.
[0052] The player character PC reaches the piece FR4 and is within the range of the player character PC. When a boss character BC enters the player character PC, the player character PC begins an attack on the boss character BC. When the player character PC enters within the boss character BC's range, the boss character BC begins an attack on the player character PC. If the boss character BC's vitality value becomes 0 due to the player character PC's attack, the boss character BC is removed from the piece FR (game space), and the player character PC resumes movement. In this example, the boss character BC appears from the beginning of the game and does not move from near the base EB. However, the boss character BC may appear later or move slowly toward the base PB. After defeating the boss character BC, when the base EB enters the player character PC's range, the player character PC begins an attack on the base EB, and the base EB's vitality value EH decreases according to the player character PC's attack power. On the other hand, when an enemy character EC reaches the piece FR1 and the base PB enters within the enemy character EC's range, the enemy character EC begins an attack on the base PB, and the base PB's vitality value PH decreases according to the enemy character EC's attack power. A time limit is set for this game, and the remaining time until the time limit (RT) is displayed below the icon IC. If the strength value EH of base EB reaches 0 first within the time limit, the player wins, and if the strength value PH of base PB reaches 0 first, the player loses. When the battle game ends, each of the multiple player characters that make up the player's deck is given experience points, etc.
[0053] On the deck setting screen, players can select and set items to be used in the battle game from among their own items. The set items are displayed on the game screen GI. During the battle game, a player can designate (tap) the item and then designate a position (coordinates) within any piece FR. The item is placed at the designated position, and the effect of the item is imparted to the player character PC who acquired the item. Alternatively, a player can designate an item and then designate a player character PC, and the effect of the item is imparted to the player character PC. Items include items that have the effect of restoring the player character PC's stamina by a predetermined amount, and items that have the effect of increasing the player character's attack power or movement speed by a predetermined amount for a predetermined time. There are also items that have the effect of teleporting the player character PC. If a player designates the item, then designates the player character PC, and finally designates a position within any piece FR, the player character PC will instantly teleport to the designated position.
[0054] Furthermore, the player can set skills (special effects) for the base PB on the deck setting screen. The set skills are displayed on the game screen GI. During a battle game, when the player specifies (tap) the skill and then specifies any position within any piece FR, the effect of the item is extended to the player character PC or enemy character EC located at the specified position. Skills include skills that have the effect of dealing damage to the enemy character EC located at the specified position, skills that have the effect of restoring a predetermined amount of vitality for the player character PC located at the specified position, and skills that have the effect of defending the player character PC located at the specified position (for example, reducing damage from attacks for a certain period of time).
[0055] In this embodiment, the display mode of the pieces FR is changed based on the game status of multiple characters (player character PC, enemy characters EC including boss character BC) and the position of the pieces FR in which the characters exist. Specifically, when a predetermined number or more characters exist in the same piece FR and the player performs an operation of tapping the piece FR, the piece FR is enlarged (the piece FR is enlarged so that it is larger when the number of characters existing in the piece FR is a predetermined number or more than when the number is less than the predetermined number). In the example shown in FIG. 5, four characters (two player characters PC and two enemy characters EC) are placed in piece FR3. FR3. If the predetermined number is set to 4, when the player taps the piece FR3, the piece FR3 (and the player character PC and enemy character EC present in the piece FR3) is enlarged and displayed as shown in FIG. 6. This improves the visibility of the piece FR in which multiple characters exist. In the example shown in FIG. 6, the pieces FR1, FR2, and FR4 other than the enlarged piece FR3 may be displayed semi-transparently. Furthermore, as shown in FIG. 7, the other pieces FR1, FR2, and FR4 (and the characters and bases present in the pieces) may be reduced in size in accordance with the enlargement of the piece FR3, so that the enlarged piece FR3 does not overlap with other pieces FR. The enlarged piece FR may be reduced to its original size when the number of characters present in the piece FR falls below the predetermined number, or the piece FR may be reduced to its original size when the player taps the enlarged piece FR again. Furthermore, when a predetermined number or more characters exist in the same frame FR, the frame FR may be automatically enlarged (without relying on a tap operation by the player). Furthermore, regardless of the number of characters present in the frame FR, when the proportion of the character area (the area in which the characters are displayed) in the frame FR is equal to or greater than a predetermined value, the frame FR may be enlarged (enlarged so that the frame FR is larger when the proportion of the character area in the frame FR is equal to or greater than a predetermined value than when it is less than the predetermined value). When there are many characters present in the frame FR, the proportion of the character area in the frame FR becomes higher. However, even when there are few characters present in the frame FR, the proportion becomes higher if the character area (the size of the character) is large. Furthermore, when the proportion of the character area in the frame FR is equal to or less than a predetermined value, the frame FR may be reduced. Furthermore, when the proportion of the character area in the frame FR becomes less than a predetermined value, the enlarged frame FR may be reduced to the size before enlargement.
[0056] Furthermore, when a predetermined number or more of characters exist in the same frame FR, the movement paths MR (the number and positions of the movement paths MR) of the characters in the frame FR are set differently depending on whether the number of characters in the frame FR is less than the predetermined number or equal to or greater than the predetermined number. This "number of characters" may be the number of player characters PC and the number of enemy characters EC counted separately, or it may be the number counted without distinguishing between the player characters PC and the enemy characters EC. In the example shown in FIG. 8, since there are two player characters PC (more than the predetermined number) in the frame FR3, the movement path MR1 of one player character PC and the movement path MR2 of the other player character PC are set to be vertically offset. Similarly, since there are two enemy characters EC (more than the predetermined number) in the frame FR3, the movement path MR1 of one enemy character EC and the movement path MR2 of the other enemy character EC are set to be vertically offset. This also improves the visibility of a frame FR with multiple characters. 9, when two player characters PC and one enemy character EC exist in a piece FR3, the movement path MR of the enemy character EC may be set midway between the movement path MR1 of one player character PC and the movement path MR2 of the other player character PC (the movement path MR of the enemy character EC may be shifted vertically). Also, the movement paths MR of the characters in the piece FR (the number and position of the movement paths MR) may be made different when the proportion of the character's area in the piece FR is less than a predetermined value and when it is equal to or greater than the predetermined value, and when the proportion of the character's area in the piece FR is equal to or greater than the predetermined value, the movement paths MR1 and MR2 of the characters in the piece FR may be set shifted vertically, as shown in FIGS.
[0057] In addition, when characters existing in different pieces FR satisfy a predetermined condition, the display mode of the pieces is changed to a mode that associates the pieces. For example, in the example shown in FIG. 10, an enemy character EC existing in piece FR4 has come within the range of the player character PC existing in piece FR3, making it possible for the player character PC to attack the enemy character EC (or, when a piece is within the range of the enemy character EC existing in piece FR4, In the example shown in FIG. 12, if a combination technique between the player character PC in the piece FR4 and the player character PC in the piece FR3 becomes executable (and the enemy character EC enters within the range of the player character PC in the piece FR4), the player characters PC are deemed to satisfy the predetermined condition, and the pieces FR4 and FR3 are combined to form piece FR6, as shown in FIG. 13, and an attack against the enemy character EC is executed using the combination technique. In the above case, instead of combining the pieces FR3 and FR4, it is also possible to indicate that the pieces FR3 and FR4 are associated with each other by, for example, drawing a special frame that encompasses the pieces FR3 and FR4. In addition, when characters existing in different frames FR correspond to a specific character combination, when the attributes of characters existing in different frames FR correspond to a specific attribute combination, or when the intimacy between the characters existing in different frames FR is equal to or greater than a specific value, it may be determined that the characters satisfy a specific condition. The frames FR may be combined by combining multiple frames FR adjacent in the horizontal direction to form one frame FR, or by combining multiple frames FR adjacent in the vertical direction to form one frame FR.
[0058] Furthermore, if characters present in the same frame FR satisfy a predetermined condition, the frame FR may be divided into multiple frames. For example, if characters present in the same frame FR correspond to a specific character combination, or if the attributes of characters present in the same frame FR correspond to a specific attribute combination, or if the intimacy between the characters present in the same frame FR is less than a predetermined value, the frame FR may be divided into a frame FR containing one character and a frame FR containing the other character. Furthermore, in the example shown in FIG. 13, frame FR6, which is combined upon activation of a combination technique, may be divided into the original frame FR3 and frame FR4 after the combination technique is activated. The division of a frame FR may involve dividing one frame FR into multiple horizontally adjacent frames FR, or into multiple vertically adjacent frames FR.
[0059] Furthermore, in this embodiment, the number of frames FR dividing the game space (the total number of frames FR displayed on the game screen GI) or the manner in which the frames FR are divided may be changed based on the game situation. For example, the number of frames FR may be changed based on the number of characters (player character PC, enemy characters EC including boss character BC) present in the game space (multiple frames FR). The number of frames FR may be changed so that the greater the number of characters, the fewer the number of frames FR. Conversely, the greater the number of characters, the greater the number of frames FR. Furthermore, if the number of characters present in the game space is less than a predetermined number, the frames FR may be allowed to be divided diagonally, as in frames FR1 and FR2 in FIG. 14. However, if the number of characters is equal to or greater than the predetermined number, the frames FR may not be allowed to be divided diagonally. Furthermore, for example, if there are many characters present in the upper frames FR and few characters present in the lower frames FR, the number of frames FR and the manner in which the frames FR are divided may be changed so that the number of frames FR in the upper row is reduced and the number of frames in the lower row is increased.
[0060] Furthermore, the number of pieces FR that divide the game space and the way in which they are divided may be changed based on the amount of time that has passed in the game. For example, at the beginning of the game, there may be a large number of pieces FR, and as time passes, adjacent pieces FR are combined, and the number of pieces FR may decrease as the time remaining until the game time limit decreases.
[0061] In addition, the number of pieces FR that divide the game space and how they are divided may be changed based on the game situation of the characters (player character PC, enemy characters EC including boss character BC) present in the pieces FR. For example, When an item is used or when the player character PC activates a special technique, the piece FR in which the player character PC is located may be combined with an adjacent piece FR or the piece FR in which the player character PC is located may be divided, and the number and division of the pieces FR may be changed, depending on the effect of the item or special technique.
[0062] The number of pieces FR dividing the game space and the way in which they are divided may also be changed based on the type of player character that constitutes the player's deck. For example, if a player character with a large display size or a player character with a long-range attribute (e.g., "long distance") is set in the player's deck, the number of pieces FR may be reduced and the size of the pieces FR may be increased. The number of pieces FR and the way in which they are divided may also be changed based on the type of enemy character that constitutes not only the player's deck but also the enemy's deck. An event may also be generated at a specific piece FR based on the type of character that constitutes the deck. For example, if a specific type of player character is set in the player's deck, a special effect may be activated at a specific piece FR.
[0063] According to this embodiment, by changing the frame layout according to the game situation and by providing a mechanism for improving visibility according to the game situation, it is possible to improve the interest and visibility of games that use a game space that is divided into frames like a comic book.
[0064] 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.
[0065] First, the processing unit 100 accepts a player's operation on the deck setting screen and sets multiple player characters that make up the player's deck based on the operation (step S10). On the deck setting screen, items and skills to be used in the competitive game can also be set. Once the deck setting is complete, the screen transitions to a game screen GI that displays multiple pieces that divide the game space and multiple icons IC corresponding to the multiple player characters that make up the player's deck.
[0066] Next, the character control unit 110 determines whether or not an operation to select any one of the icons IC (a selectable icon IC) among the plurality of icons IC has been received (step S11). If the operation has been received (Y in step S11), the character control unit 110 causes the player character PC corresponding to the selected icon IC to appear in the piece FR in which the base PB is located (step S12). Next, the character control unit 110 controls the actions (movement, attack, etc.) of the player character present in the piece FR, and also causes the enemy character EC to appear in the piece FR in which the base EB is located according to a given algorithm, and controls the actions (movement, attack, etc.) of the enemy character EC present in the piece FR (step S13). In step S13, if the enemy character EC (or the base EB) is present within the range of the player character PC, the player character PC executes an attack to reduce the vitality value of the enemy character EC (or the base EB). If the player character PC (or the base PB) is present within the range of the enemy character EC, the enemy character EC executes an attack to reduce the vitality value of the player character PC (or the base PB). When the strength value of the enemy character EC becomes 0, the enemy character EC is removed from the piece FR, and when the strength value of the player character PC becomes 0, the player character PC is removed from the piece FR.
[0067] Next, the piece change control unit 112 determines whether or not a predetermined number of characters (player character PC, enemy character EC) exist in the same piece FR (enlargement condition is satisfied) (step S14). If the enlargement condition is satisfied (Y in step S14), the piece FR is enlarged. When the number of characters present in the frame FR falls below a predetermined number, the frame FR is reduced to its original size and displayed (step S15).
[0068] Next, the piece change control unit 112 determines whether the characters existing in different pieces FR (player characters PC, enemy characters EC, player character PC and enemy character EC) satisfy a predetermined condition (satisfy the combining condition) (step S16), and if the combining condition is satisfied (Y in step S16), combines the pieces FR (step S17).
[0069] Next, the piece change control unit 112 determines whether the characters (player characters PC, enemy characters EC, player character PC and enemy character EC) existing in the same piece FR satisfy a predetermined condition (satisfies the division condition) (step S18), and if the division condition is satisfied (Y in step S18), divides the piece FR (step S19).
[0070] Next, the processing unit 100 determines whether or not to continue the competitive game (step S20), and if the competitive game is to be continued (Y in step S20), it proceeds to step S11 and repeats the processing from step S11 onwards until the stamina value of base PB or base EB becomes 0 within the time limit or the time limit has elapsed.
[0071] 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]
[0072] 10...terminal, 20...server, 100...processing unit, 110...character control unit, 112...frame change 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 system for executing a game in which a plurality of characters move among a plurality of pieces in a game space divided into the pieces, a character control unit that controls the actions of the plurality of characters; a piece change control unit that changes the display mode of the piece based on the game status of the plurality of characters and the position of the piece where the character is located.
2. A game system for executing a game in which a plurality of characters move among a plurality of pieces in a game space divided into the pieces, a character control unit that controls the actions of the plurality of characters; a piece change control unit that changes the number of pieces that divide the game space or the way the pieces are divided based on the status of the game.
3. In claim 1, The character control unit A game system characterized in that the movement of the character is controlled so that the character moves across the boundaries between the pieces.
4. In claim 1, The character control unit: A game system characterized by controlling the movement of the character so that the character moves through the pieces in a predetermined order.
5. In claim 1, The character control unit: A game system characterized by controlling the movement of a first character so that the first character moves the pieces in a first order, and controlling the movement of a second character competing against the first character so that the second character moves the pieces in a second order that is the reverse of the first order.
6. In claim 1, The frame change control unit A game system characterized in that, on condition that at least a predetermined number of characters are present in the same piece, the display mode of the piece is changed.
7. In claim 6, The frame change control unit A game system characterized in that the display mode of the piece is changed so that the piece is larger when the number of characters present in the piece is equal to or greater than a predetermined number than when the number is less than the predetermined number.
8. In claim 7, The frame change control unit A game system characterized in that when the number of characters present in the piece changes from a predetermined number or more to a predetermined number or less, the piece is reduced in size.
9. In claim 6, The frame change control unit A game system characterized in that the movement path of the characters in the piece is made different when the number of characters present in the piece is less than a predetermined number and when the number is equal to or greater than a predetermined number.
10. In claim 6, The character control unit: Controlling the movement of a first character and the movement of a second character fighting against the first character; The frame change control unit A game system characterized in that the movement path of the characters in the piece is different when the number of first characters present in the piece or the number of second characters present in the piece is less than a predetermined number and when the number is equal to or greater than a predetermined number.
11. In claim 1, The frame change control unit A game system characterized in that the display mode of the piece is changed based on the proportion of the character's area occupying the piece.
12. In claim 1, The frame change control unit A game system characterized in that, when characters existing in different pieces satisfy a predetermined condition, the display mode of the pieces is changed to a mode that associates the pieces with each other.
13. In claim 1, The frame change control unit A game system characterized in that when characters existing in the same piece satisfy a predetermined condition, the piece is divided into multiple pieces.
14. In claim 2, The frame change control unit A game system characterized in that the number of pieces dividing the game space or the way in which the pieces are divided is changed based on the number of characters present in the game space.
15. In claim 2, The frame change control unit A game system characterized in that the number of pieces dividing the game space or the way in which the pieces are divided is changed based on the elapsed time of the game.
16. In claim 2, The frame change control unit A game system characterized in that the number of pieces dividing the game space or the way in which the pieces are divided is changed based on the game status of characters present in the pieces.
17. In claim 2, The frame change control unit A game system characterized in that the number of pieces dividing the game space or the way in which the pieces are divided is changed based on the type of characters that make up the player's deck.
18. A program for executing a game in which a plurality of characters move between pieces in a game space divided into a plurality of pieces, a character control unit that controls the actions of the plurality of characters; A program that causes a computer to function as a piece change control unit that changes the display mode of the pieces based on the game status of the plurality of characters and the positions of the pieces where the characters are located.
19. A program for executing a game in which a plurality of characters move between pieces in a game space divided into a plurality of pieces, a character control unit that controls the actions of the plurality of characters; A program that causes a computer to function as a piece change control unit that changes the number of pieces that divide the game space or the way the pieces are divided, based on the situation of the game.
Citation Information
Patent Citations
Video-game system for creating simulated comic book game
JP2005131362A
Game program, game processing method, and information processor
JP2014233403A