Game program and game system
The game program and system enhance gameplay comfort by automatically controlling non-player characters based on designated game situations, addressing the mechanical feel of constant user input and improving gameplay realism.
Patent Information
- Application Number
- JP2025134422
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-12
- Publication Date
- 2025-10-17
AI Technical Summary
Existing games lack comfort in gameplay due to the need for constant user input to control non-player characters, which can feel mechanical and unresponsive.
A game program and system that associate designated game situations with actions of non-player objects, allowing the system to control these actions automatically when the game situation matches the designated scenario, enhancing gameplay comfort and realism.
The system makes gameplay more enjoyable by allowing non-player characters to perform user-set actions seamlessly, reducing the need for constant user input and creating a more realistic and responsive gaming experience.
Smart Images

Figure 2025159121000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program and a game system. [Background technology]
[0002] Conventionally, there are known games in which player objects whose actions are directly controlled by user operations appear in a virtual game space, and non-player objects whose actions are not directly controlled by user operations. For example, Non-Patent Document 1 discloses a game in which a user can set the actions to be performed by non-player characters. In this game, when a user presses a predetermined button, the scene switches to one in which the non-player characters perform the action set by the user. [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] CAPCOM, "Street Fighter V" mode introduction, "Training Mode", [online], [Retrieved May 19, 2021], Internet<URL:https: / / www.capcom.co.jp / sfv / 160201_gamemode.html> Summary of the Invention [Problem to be solved by the invention]
[0004] Users want games that are more comfortable to play.
[0005] Therefore, an object of the present invention is to provide a game program and a game system that make game play more comfortable. [Means for solving the problem]
[0006] In order to solve the above-mentioned problems, a game program according to one embodiment of the present invention is a game program executed in a game system including an operation device operated by a user, a storage device, and a computer, and causes the computer to function as: setting means for associating a designated game situation, which is a game situation designated by a user's operation, with a designated action, which is an action of an object placed in a game space designated by the user's operation, and storing the association information in the storage device; first control means for controlling the action of a non-player object; situation determination means for determining whether an ongoing game situation, which is a game situation in progress, matches the designated game situation; and second control means for controlling the non-player object to perform the designated action corresponding to the designated game situation when it is determined that the ongoing game situation matches the designated game situation.
[0007] According to the game program, when a specified game situation occurs during the game, the non-player object is controlled to perform a specified action, so that the non-player object can be made to perform the action set by the user without any user operation such as pressing a button.
[0008] The first control means may control the actions of the non-player objects so that the ongoing game state approaches the designated game state, thereby making it easier for the game state designated by the user to occur, and as a result, making it easier for the non-player objects to perform the actions set by the user.
[0009] The plurality of pieces of setting information stored in the storage device include a first designated game situation and the non-provisional game situation. and second setting information associating a first designated action of a layer object with a second designated game situation, the second designated action of the non-player object with an order of occurrence indicating that the second designated game situation will occur after the first designated game situation, wherein after the second control means controls the non-player object to perform the first designated action corresponding to the first designated game situation, the first control means may control the action of the non-player object based on the order of occurrence so that the progressing game situation approaches the second designated game situation. This allows a user to predict that, when a non-player object performs a first designated action, the non-player object will next perform the second designated action.
[0010] The plurality of pieces of setting information stored in the storage device may include first setting information associating a first designated game situation with a first designated action of the non-player object and second setting information associating a second designated game situation with a second designated action of the non-player object, the second designated game situation including a situation in which the non-player object is at a designated position, the setting means sets an order for the first setting information and the second setting information, and the first control means controls the action of the non-player object to move to the designated position after the second control means controls the non-player object to perform the first designated action corresponding to the first designated game situation based on the set order. By moving the non-player object, the ongoing game situation can be made closer to the designated game situation, making it easier for the game situation designated by the user to occur, and as a result, making it easier for the action set by the user to be performed by the non-player object.
[0011] The designated game situation may include a situation in which at least one of the absolute position of the non-player object in the game space and the relative position of the non-player object with respect to an object other than the non-player object that is placed in the game space is a predetermined position. Whether or not to cause the non-player object to perform a designated action is determined according to the position of the non-player object. Therefore, the non-player object can be caused to perform a designated action when the non-player object is in a position suitable for performing the designated action.
[0012] The game program may further cause the computer to function as player object control means for controlling the movement of a player object placed in the game space in response to a user operation, and the designated game situation may include a situation in which at least one of the position and movement of the player object in the game space satisfies a predetermined condition. Since the designated game situation includes a situation in which at least one of the position and movement of the player object satisfies a predetermined condition, it is possible to generate the designated game situation due to a user operation.
[0013] The above game program may further cause the computer to function as parameter changing means for changing a predetermined parameter related to the non-player object while the action of the non-player object is controlled by the first control means, and the specified game situation may include a situation where the parameter reaches a predetermined value. According to this game program, it is possible to specify a game situation by the simple method of specifying a value.
[0014] The game system may include a display device on which a game screen is displayed, and the predetermined parameter may be a parameter whose value is displayed as a gauge on the game screen.
[0015] The specified action includes a plurality of consecutive actions, and the setting information includes at least one of an order of the plurality of consecutive actions and an interval between the plurality of consecutive actions. This allows for a more realistic game progression, for example, by shifting the timing of actions rather than simply performing consecutive actions.
[0016] The second control means may control the non-player object so that, when it is determined that the ongoing game situation matches the designated game situation, the non-player object performs the designated action corresponding to the designated game situation with a predetermined probability. When the designated game situation occurs, the non-player object sometimes performs the designated action and sometimes does not perform the designated action, which makes it less likely that a user will have the impression that the action of the non-player object is mechanical.
[0017] A game system according to one aspect of the present invention includes a program storage unit that stores any one of the game programs described above, and a computer that executes the program stored in the program storage unit.
[0018] The program storage unit storing the game program is a readable / writable or readable storage device or storage medium that is built into or external to a device included in the game system, and may be, for example, a hard disk, flash memory, optical disk, etc. The program stored in the program storage unit may be executed in a device to which the program storage unit is directly connected, or may be downloaded and executed in a device connected to the program storage unit via a network (e.g., the Internet). [Effects of the Invention]
[0019] According to the present invention, it is possible to provide a game program and a game system that make game play more enjoyable. [Brief explanation of the drawings]
[0020] [Figure 1] FIG. 1 is a block diagram showing the hardware configuration of a game system according to an embodiment. [Figure 2] FIG. 2 is an external view showing a controller of the game device. [Figure 3] FIG. 10 is a diagram showing an example of a game screen in a training mode. [Figure 4] FIG. 2 is a block diagram showing the functional configuration of a control unit of the game device. [Figure 5] 10 is an example of an operation setting screen. [Figure 6] 10 is a flowchart showing the flow of a first operation process. [Figure 7] 10 is a flowchart showing the flow of a second operation process. [Figure 8] 10 is an example of a situation designation screen for designating a game situation. DETAILED DESCRIPTION OF THE INVENTION
[0021] <Embodiment> A game system and a game program according to one embodiment of the present invention will be described below with reference to the drawings.
[0022] [Hardware configuration] First, the configuration of a game system 1 according to one embodiment of the present invention will be described. 1 is a block diagram showing the hardware configuration of a game device 2 that constitutes the game system 1. As shown in FIG. 1, the game system 1 includes the game device 2 and a server device 4. The device 2 includes a game device main body 20 and one or more devices connected to the game device main body 20 by wire or wirelessly. The device includes a controller 31 (operation device), a display 32 (display device), and a speaker 33 (audio output device).
[0023] The game device main body 20 is provided with a control unit 21, which is a computer that controls the operation of the game device main body 20. The control unit 21 includes a processor such as a CPU (Central Processing Unit). A media I / F unit 22, a storage unit 23 (storage device), a network I / F unit 24 (communication device), a wireless communication control unit 25, a graphics processing unit 26, and an audio processing unit 27 are connected to the main unit 21 via a bus 21a.
[0024] The media I / F unit 22 is an interface into which game media 34 for executing a game can be loaded. The game media 34 is a disc-type recording medium such as a DVD-ROM, and stores a game program 34a and game data 34b necessary for executing the game. The game data 34b contains various data necessary for executing the game. Included.
[0025] The storage unit 23 is configured, for example, with an HDD, which is a large-capacity recording medium, a ROM, which is a semiconductor memory such as a mask ROM or a PROM, and a RAM, which is a DRAM or an SRAM. Game data 34b, save data, etc. are recorded. At startup, all game data 34b in the game media 34 is not read, and the progress of the game is not recorded. Loads the necessary game data as needed (for example, when a game scene changes).
[0026] The network I / F unit 24 is an interface that connects the game device 2 to a communication network NW such as the Internet or a LAN. The game device 2 can communicate with other game devices 2 and the server device 4 via the communication network NW. For example, when the game device 2 is playing a game while communicating with the outside, the game device 2 can communicate with the server device 4 via the communication network NW. Data is transmitted and received between other game devices 2 and / or the server device 4 via the network.
[0027] The wireless communication control unit 25 is wirelessly connected to a controller 31 attached to the game device main body 20, and is capable of transmitting and receiving data to and from the controller 31. The controller 31 is an operation device that accepts operations by the user. When the controller 31 is operated by the user, operation information corresponding to the operation is sent from the controller 31 to the control unit 21 of the game device 2 via the wireless communication control unit 25. The control unit 21 receives the operation from the controller 31. Progress through the game based on information.
[0028] FIG. 2 is an external view of the controller 31 shown in FIG. 1. The controller 31 is roughly U-shaped, and is operated by a user holding handles 201L, 201R on both wings with both hands. The controller 31 has a plurality of controls. For example, operation button groups 210, 220 and analog sticks 212, 222 are provided on the left and right upper surfaces of the controller 31, a right shoulder button 211 is provided on the right front surface of the controller 31, and a left shoulder button 221 is provided on the left front surface of the controller 31. The operation button group 210 and the analog stick 212 are operated with the thumb of the user's right hand, and the operation button group 220 and the analog stick 222 are operated with the thumb of the user's left hand. The right shoulder button 211 and the left shoulder button 221 are operated with the index finger of the user's right hand and the index finger of the user's left hand, respectively.
[0029] Furthermore, the controller 31 includes a touchpad 230 between the operation button group 210 and the operation button group 220. The touchpad 230 has a horizontally long rectangular shape, and as is well known, when a user touches or brings a fingertip or the like close to the surface of the touchpad 230, the touchpad 230 is activated. It outputs position information (coordinates) of the point (input point) to the control unit 21 in Fig. 1. Furthermore, the touchpad 230 also functions as an operation button when the entire touchpad 230 is pressed.
[0030] Returning to FIG. 1, the graphics processing unit 26 draws game images in a moving image format in accordance with instructions from the control unit 21. The game images drawn by the graphics processing unit 26 are displayed as a game screen on the display 32. The display 32 is a display device (display unit) that displays the game images. The display 32 is, for example, a liquid crystal display.
[0031] The audio processing unit 27 plays and synthesizes digital game sounds in accordance with instructions from the control unit 21. The audio processing unit 27 is also connected to an external speaker 33. The game sounds played and synthesized by the audio processing unit 27 are output to the outside from the speaker 33, which serves as an audio output device. Note that external headphones or the like may be connected to the audio processing unit 27 in addition to or instead of the speaker 33.
[0032] The server device 4 includes a server control unit 41, which is a computer that controls the operation of the server device 4. The server control unit 41 includes a processor such as a CPU (Central Processing Unit). The server control unit 41 includes a storage unit 42 and a network I / F unit 43, which are connected to each other via a bus 41a. The server device 4 is connected to the computer via an input device such as a keyboard, etc., as needed. The computer may also be equipped with an output device such as a liquid crystal display.
[0033] The storage unit 42 is composed of, for example, an HDD which is a large-capacity recording medium, a ROM which is a semiconductor memory such as a mask ROM or a PROM, and a RAM which is a DRAM or an SRAM. The network I / F unit 43 is an interface which connects the server device 4 to a communication network NW such as the Internet or a LAN. The server device 4 can communicate with multiple game devices 2 via the communication network NW.
[0034] [Game Overview] An overview of the game in this embodiment will be described. The game described in this embodiment is a fighting game that allows users who access the server device 4 from their game device 2 via the communication network NW to battle each other. Specifically, this fighting game is a fighting game in which one user controls a character selected from multiple characters and fights one-on-one against an opponent character in a virtual space. For ease of explanation, hereinafter, one player character (i.e., player object) controlled by a user will be referred to as a user character, and a character fighting against the user character will be referred to as an opponent character.
[0035] The game has several game modes, and the user selects one from these game modes to play the game. The game modes of the game include an online battle mode, a CPU battle mode, and a training mode.
[0036] The online battle mode is a game mode in which a user competes against other users online. When a user selects the online battle mode as the game mode, the game device 2 However, the game device 2 synchronizes with other game devices 2 through a known matching process, and the user key operated by the user is The character and an opponent character as a player character operated by another user fight each other.
[0037] The CPU battle mode is a game mode in which the user plays against the computer. In the CPU battle mode, the user can select one of several predetermined difficulty levels. When the user selects the CPU battle mode as the game mode and then selects a difficulty level, a user character operated by the user and an opponent character as a non-player character (i.e., a non-player object) automatically controlled by the computer fight each other. The actions of the opponent character are controlled based on a predetermined game program corresponding to the difficulty level selected by the user.
[0038] The training mode is a game mode in which the user practices operating a player character, i.e., a user character. In the training mode, as in other game modes, an opponent character is placed in the game space along with the user character operated by the user. In the training mode, the opponent character PB is a non-player character that is automatically controlled based on a predetermined game program.
[0039] FIG. 3 shows an example of a game screen D1 including a user character PA and an opponent character PB in training mode. The game screen D1 includes an image of the game space S captured by a virtual camera. The virtual camera is placed in the game space S, and adjusts the camera position within the game space S so that the captured image includes the two characters PA and PB, for example. Move and zoom.
[0040] The game screen D1 includes various game elements. For example, two stamina gauges G1 and G2 are arranged at a distance from each other in the left-right direction at the top of the game screen D1. The two stamina gauges G1 and G2 indicate the stamina values of the two characters PA and PB, respectively. In addition, a time display area G3 that indicates, for example, the remaining time of the battle, is arranged between the two stamina gauges G1 and G2 on the game screen D1. In addition, two skill gauges G4 and G5 are arranged at a distance from each other in the left-right direction at the bottom of the game screen D1. The two skill gauges G4 and G5 indicate the skill points consumed when a predetermined skill specific to the two characters PA and PB is activated, respectively.
[0041] In the online battle mode and CPU battle mode, the game screen in which the user character and the opponent character battle includes the above-mentioned game elements G1 to G5. Unlike the other game modes, the game screen D1 in the training mode includes key windows G6 and G7 in which the keys corresponding to the actions of the characters PA and PB can be confirmed.
[0042] In addition, various settings are possible in the training mode. For example, in the training mode, the user can set various parameters such as the stamina and skill points of the user character PA and the opponent character PB to desired values, or even to infinity.
[0043] In this game, a character that has been attacked repeatedly will be rendered unconscious and unable to act for a certain period of time. In the training mode, the user can set whether or not and how often an opponent character PB that has been attacked repeatedly will be rendered unconscious.
[0044] Furthermore, in this game, an attack that hits the opponent character PB at the beginning of a move or at a gap in the move that the opponent character PB has used is considered a counter hit. The time it takes for the opponent character PB that has received a counter hit to be able to start its next action is longer than the time it takes for the opponent character PB that has received an attack that is not a counter hit to be able to start its next action. In training mode, the user can also freely set the conditions for a counter hit. For example, it is possible to set an attack that hits the opponent character at a timing other than the beginning of a move or a gap in the move that the opponent character has used to be considered a counter hit.
[0045] In the training mode, the user can also set the frequency of guarding for the opponent character PB. For example, the user can select one of predefined options such as "no guard," "guard only the first attack," "guard all attacks from the second attack onwards," "all guard," and "random."
[0046] In this game, the user can set the opponent character PB to perform a pre-specified action depending on the progress of the game in training mode. This game can provide users with an ideal training environment, which will be explained in more detail later.
[0047] [Functional configuration] 4 is a block diagram showing the functional configuration of the control unit 21 of the game device 2. The control unit 21 of the game device 2 executes a game program 34a to control a communication means 51, a game space generator, and the like. The game device functions as a generating means 52, a player object control means 53, a setting means 54, a situation determining means 55, a non-player object control means 56, and a parameter changing means 57.
[0048] The communication means 51 communicates with the other game devices 2 and the server device 4 via the communication network NW.
[0049] The game space generating means 52 generates a three-dimensional virtual game space S. The space generation means 52 may generate a two-dimensional virtual game space S. In the game space S, the above-described user character PA and opponent character PB are placed.
[0050] The player object control means 53 controls the movement of the user character PA placed in the virtual space S in the game in response to the user's operation of the controller 31. For example, By operating the controller 31, the user character PA is moved within the game space S. or the user character PA can be made to attack the opponent character PB.
[0051] Specifically, the actions of the user character PA are determined in accordance with the user's operations on the controller 31. A predetermined action of the user character PA is assigned to each of the controls of the controller 31 (more specifically, the operation on each of the controls).
[0052] For example, the four buttons included in the operation button group 210 (see FIG. 2) are each labeled "weak bread" and "weak bread." For example, the four buttons included in the operation button group 220 are assigned with actions of the user character PA, such as "push", "strong punch", "weak kick", and "strong kick". Actions of the user character PA, such as "move to the right of the screen," "move to the left of the screen," "jump," "crouch," and "guard," are assigned to the PA.
[0053] In this game, a plurality of predetermined operation inputs (for example, pressing a plurality of buttons out of the operation button groups 210 and 220 simultaneously, or pressing a plurality of buttons in a predetermined order within a predetermined time) are input to the controller 31. By pressing a series of buttons, a combination thereof, or the like, the user character PA performs one or a series of predetermined actions (hereinafter referred to as "special actions"). When the special action is a series of actions, the special action includes multiple actions such as punches and kicks.
[0054] The special action differs depending on the type of user character PA. For example, the special action is an attack technique unique to the user character PA. The special action includes an attack technique that can be activated by consuming a predetermined amount of the technique gauges G4 and G5. The predetermined plurality of operation inputs to the controller 31 for invoking the special action differs depending on the type of user character PA.
[0055] Furthermore, when the online battle mode is selected as the game mode, the player object control means 53 performs the following based on the operation information received from the game device 2 of the opponent user: The action of the opponent character PB as the player object is controlled.
[0056] The setting means 54 associates a designated game situation with a designated action and stores the associated information in the storage unit 23 as setting information. That is, the setting information includes the associated designated game situation and designated action. The setting information is used for controlling the opponent character PB by the non-player object control means 56. The setting means 54 can store a plurality of pieces of setting information in the storage unit 23. However, the upper limit of the setting information that can be stored in the storage unit 23 is determined in advance.
[0057] The designated game situation is a game situation designated by a user operation or information indicating that game situation. The designated game situation may include various types of game situations. The designated game situation may include one type of game situation or multiple types of game situations.
[0058] For example, the designated game situation may be the opponent character PB or the user character PB in the game space S. The specified game situation may include a situation in which the absolute position of the object PA is a predetermined position. The designated game situation may include a situation in which the relative position of the opponent character PB with respect to the user object PA (e.g., the user object PA) is at a predetermined position. Furthermore, for example, the designated game situation may include a situation in which a parameter changed by the parameter changing means 57 reaches a predetermined value. For example, the designated game situation may also include the action, posture, state, etc. of the user object PA or the opponent character PB. For example, the designated game situation may also include a punch or kick (strong, medium, or weak), jump, crouch, guard, etc. of the user object PA or the opponent character PB. For example, the designated game situation may include the user object PA being unconscious, or the opponent character PB being unconscious. For example, the designated game situation may include the user object PA receiving a counter hit, or the opponent character PB receiving a counter hit.
[0059] The designated action is the action of the opponent character PB placed in the game space S or the action of the opponent character PB. The designated action is designated by a user operation. The designated action may include only one action of the opponent character PB, or may include a series of multiple actions of the opponent character PB.
[0060] When the specified action includes a plurality of consecutive actions of the opponent character PB, the setting information includes at least one of the order (information) of the consecutive actions and the intervals between the consecutive actions. For example, one specified action may include a series of actions of the opponent character PB, such as jumping, landing, and then performing a technique after a short pause.
[0061] An example of a method in which a user specifies a specified game situation and a specified action will be described. After the user selects the training mode as the game mode, when the user performs a predetermined operation on the controller 31, the setting means 54 displays an action recording screen for storing setting information on the display 32. The action recording screen is a game screen similar to that shown in FIG. 3, and includes a user character PA and an opponent character PB. However, on the action recording screen, the opponent character PB is displayed so as to be operable by the user. While the action recording screen is displayed, the action of the opponent character PB is controlled by the user's operation on the controller 31. In other words, while the action recording screen is displayed, the opponent character PB is a player object. While the action recording screen is displayed, the user character PA is not operated by the user and is in a stopped state.
[0062] The setting means 54 stores, as a designated action, an action performed by the opponent character PB through a user operation. In addition, at the same time as storing the designated action, the setting means 54 stores, as a designated game situation, the game situation when the opponent character PB performed the action through a user operation. In other words, the user simultaneously specifies the action and the game situation of the opponent character PB by operating the opponent character PB.
[0063] For example, while the action recording screen is being displayed, if the user character PA and the opponent character PB are spaced apart by the distance of two characters, and the opponent character PB jumps in a direction approaching the user character PA (to the left side of the screen in FIG. 3), Assume that the user performs an action of kicking. In this case, the setting means 54 stores a series of consecutive actions, namely, a jump and a kick, as designated actions. The setting means 54 also stores the game situation at the time when the designated actions are started, that is, the situation where the user character PA and the opponent character PB are spaced apart by a distance of two characters, as the designated game situation in association with the designated actions.
[0064] Although an example has been described in which the relative position of the opponent character PB with respect to the user character PA is stored as the designated game situation, this is merely one example of a setting method by the setting means 54. The user may arbitrarily set what game situation to include in the designated game situation. For example, the user may be able to select whether the designated game situation includes the relative position of the opponent character PB, the absolute position of the opponent character PB, or both. The types of parameters included in the designated game situation may be determined in advance. The designated game situation may be determined by selecting one or more types of game situations from multiple types of game situations that can be included in the designated game situation.
[0065] The determination of what game situation to include in the designated game situation may be made before or after the designated action is stored. For example, before or after the action recording screen is displayed, the user may be able to designate one or more parameters to be included in the designated game situation from among multiple types of parameters (such as the relative position of the opponent character PB, the absolute position of the opponent character PB, and technique points). Furthermore, the type of parameters to be included in the designated game situation to be stored may be determined in accordance with a user operation while the action recording screen is displayed.
[0066] Furthermore, the setting means 54 can set the method of using the setting information stored in the storage unit 23 through a user's operation on the controller 31. This will be described in detail later.
[0067] 4, the situation determination means 55 determines whether or not the progressing game situation, which is the game situation in progress, matches the designated game situation. Specifically, while the action of the opponent character PB is controlled by the first control means 56a, the situation determination means 55 determines whether or not the progressing game situation, which is the game situation in progress, matches the designated game situation. It is determined whether the game situation matches the designated game situation.
[0068] The non-player object control means 56 includes a first control means 56a and a second control means 56b.
[0069] The first control means 56a controls the movement of the opponent character PB. For example, the first control means 56a controls the movement of the opponent character PB based on an automatic program stored in the storage unit 23. In this embodiment, the user can select an action mode for moving the opponent character PB from among several action modes. The first control means 56a controls the movement of the opponent character PB based on an automatic program stored in the storage unit 23. In this embodiment, the user can select an action mode for moving the opponent character PB from among several action modes. The action of the opponent character PB is controlled based on the selected action mode, as will be described in detail later.
[0070] The second control means 56b determines whether the game status is consistent with the designated game status by the status determination means 55. When it is determined that the game situation has progressed, the second control means 56b controls the opponent character PB so as to perform a designated action corresponding to the designated game situation. When it is determined that the game situation matches, the opponent character PB is controlled so that the opponent character PB performs an action related to a designated action corresponding to the designated game situation with a predetermined probability.
[0071] The parameter change means 57 controls the action of the opponent character PB by the first control means 56a. During this time, predetermined parameters relating to the opponent character PB are varied. For example, the predetermined parameters are parameters whose values are displayed on the game screen D1 as a vitality gauge and a skill gauge.
[0072] (Non-player object behavior settings) Next, a method for setting the movement of the opponent character PB, which is a non-player object, will be described with reference to Fig. 5. Fig. 5 is an example of a movement setting screen D2 for setting the movement of the opponent character PB in training mode. Through the movement setting screen D2, the user can select the movement mode of the opponent character PB in training mode.
[0073] Specifically, the setting means 54 displays an action setting screen D2, and, through a user operation, selects one of a plurality of action modes (first, second, and third action modes in this example) as the action mode in which the opponent character PB, as a non-player object, is to be moved. The action setting screen D2 in FIG. 5 includes three mode selection buttons M1, M2, and M3 corresponding to the first, second, and third action modes, respectively. In FIG. 5, the mode selection button M2 corresponding to the second action mode is hatched, indicating that the second action mode is selected. Each action mode relates to a method of controlling the action of the opponent character PB by the first control means 56a.
[0074] The first operation mode is a mode in which the first control means 56a performs a control operation independently of the setting information stored by the setting means 54. In other words, the first operation mode is a normal operation mode in which the opponent character PB operates based on a predetermined automatic program pre-stored in the storage unit 23. In the first operation mode, the opponent character PB moves in the same manner as the opponent character PB in the CPU battle mode.
[0075] The second and third operation modes are modes in which the first control means 56a controls the opponent character PB so that the game situation approaches the designated game situation in the setting information. In this embodiment, the specified game situation includes the relative position of the opponent character PB with respect to the user character PA, or the absolute position of the opponent character PB in the game space S. Hereinafter, the relative position of the opponent character PB with respect to the user character PA, or the absolute position of the opponent character PB in the game space S, which are included in the specified game situation, will be referred to as the "relative position of the opponent character PB with respect to the user character PA" or the "absolute position of the opponent character PB in the game space S." In the second and third operation modes, the first control means 56a moves the opponent character PB to the designated position. The first and second operation modes differ in how the opponent character PB is moved to the designated position.
[0076] The second operation mode is an operation mode in which the opponent character PB is simply moved mechanically to a designated position. In the second operation mode, the first control means 56a does not designate the opponent character PB. In the second operation mode, the first control means 56a moves the opponent character While the opponent character PB is made to move directly to the designated position, the opponent character PB is not made to perform any other action than moving to the designated position.
[0077] In the third operation mode, the opponent character PB is allowed to perform another operation other than the movement to the designated position while the opponent character PB is being moved to the designated position. The other operation is determined based on a predetermined program stored in the storage unit 23. For example, in the third operation mode, the first control means 56a allows the opponent character PB to perform another operation other than the movement to the designated position while the opponent character PB is being moved to the designated position. The character PB can be made to jump, punch, kick, move in a direction away from a designated position, and the like.
[0078] In this way, the third action mode is common to the first action mode in that it causes the opponent character PB to perform non-mechanical actions, and common to the second action mode in that it moves the opponent character PB to a specified position. Compared to the second action mode, the third action mode makes it more difficult for the user to predict the actions of the opponent character PB, and is less likely to give the user the impression that the actions of the opponent character PB are mechanical. The third action mode is a combination of the first and second action modes. The third operation mode may be an operation mode in which the specified operation mode is switched periodically or irregularly. In the third operation mode, the opponent character PB may suddenly perform a specified operation while performing a non-mechanical operation. This requires the user to respond immediately to the specified operation, allowing for practice that is closer to a real battle.
[0079] Furthermore, the setting means 54, in response to a user operation, selects one or more pieces of setting information to be used for the judgment of the situation determination means 55 and for controlling the actions of the opponent character PB from one or more pieces of setting information stored in the storage unit 23. The situation determination means 55 determines whether or not the designated game situation included in the setting information selected for use matches the ongoing game situation.
[0080] For example, the action setting screen D2 includes three use designation areas B1, B2, and B3. The three use designation areas B1, B2, and B3 indicate whether or not to use the first setting information, the second setting information, and the third setting information stored in the storage unit 23, respectively. The use designation areas B1 and B2 indicate "ON," and the use designation area B3 indicates "OFF," indicating that the first setting information and the second setting information corresponding to the use designation areas B1 and B2, respectively, are used to determine the situation determination means 55 and to control the actions of the opponent character PB, and the third setting information is not used. When set in this manner, the situation determination means 55 determines whether the designated game situation included in the first setting information and the second setting information matches the ongoing game situation, but does not determine whether the designated game situation included in the third setting information matches the ongoing game situation.
[0081] Furthermore, the setting means 54 sets the probability of occurrence of an action related to a specified action in response to a user operation. Here, the occurrence of an action related to a specified action includes not only the occurrence of a specified action by the opponent character PB, but also the occurrence of an action in which the opponent character PB attempts to perform the specified action. In other words, in this game, if the set occurrence probability is less than 100%, the opponent character PB may not perform the corresponding specified action even if the situation determination means 55 determines that the ongoing game situation matches the specified game situation.
[0082] For example, the action setting screen D2 includes three probability designation areas B11, B12, and B13. The setting areas B11, B12, and B13 are used to store the first setting information, the second setting information, and the third setting information, respectively. The probability of occurrence of the specified action included in the fixed information is shown in the probability specification area B11 of FIG. 50%" is displayed, which indicates that when it is determined that the game situation in progress matches the specified game situation included in the first setting information, the opponent character PB's action regarding the specified action included in the first setting information will occur with a 50% probability. In this example, since the use specification area B3 is "OFF" and the third setting information is not used, the probability specification area B13 is set to "OFF". It is not possible for the user to specify the probability.
[0083] Furthermore, the setting means 54 sets the order of the plurality of pieces of setting information stored in the storage unit 23 in response to a user operation. The order set by the setting means 54 is used in the modes in which the opponent character PB is moved to a specified position, i.e., the second action mode and the third action mode. The order set by the setting means 54 relates to the order in which the plurality of pieces of setting information are used.
[0084] For example, the operation setting screen D2 includes three order designation areas B21, B22, and B23. The setting areas B21, B22, and B23 are used to set the first setting information, the second setting information, and the third setting information, respectively. The order designation area B21 indicates "1," and the order designation area B22 indicates "2," which indicates that the opponent character PB is moved to the first designated position included in the first setting information to perform the first designated action, and then the opponent character PB is moved to the second designated position included in the second setting information to perform the second designated action. In this example, since the use designation area B3 is "OFF" and the third setting information is not used, the order designation area B23 does not require the user to designate the order. In the first operation mode, the opponent character PB moves to a specified position. Therefore, when the first operation mode is selected by the user, the order of the setting information is not set.
[0085] The user may specify that the use of multiple pieces of setting information, each having a set order, be repeated (looped) indefinitely or a predetermined number of times. That is, after the setting information set in the final order is used, the setting information set in the initial order may be used again. More specifically, after the opponent character PB is moved to a designated position in the setting information set in the final order and made to perform a designated action in the setting information set in the final order, the opponent character PB may again be moved to a designated position in the setting information set in the initial order and made to perform a designated action in the setting information set in the initial order. Furthermore, if only one piece of setting information is used and the user specifies that the setting information be repeated indefinitely or a predetermined number of times, the opponent character PB is made to alternately and repeatedly move to a designated position in that setting information and make a designated action in that setting information.
[0086] (Character movement processing flow) Next, the flow of the movement control of the opponent character PB using the setting information will be explained. The control of the opponent character PB differs significantly depending on whether the movement mode in which the opponent character PB is moved is the first movement mode or the second or third movement mode. Hereinafter, the character movement processing in the first movement mode will be referred to as the first movement processing, and the character movement processing in the second or third movement mode will be referred to as the second movement processing.
[0087] (First operation process) First, the flow of the first operation process will be described with reference to Fig. 6. The first operation process is started when the user selects the training mode as the game mode, then displays the operation setting screen D2, selects the first operation mode, and performs various settings. Note that in the various settings performed through the operation setting screen D2, at least one of one or more pieces of setting information stored in the storage unit 23 is selected to be used.
[0088] In the first operation process, the first control means 56a first executes the automatic program stored in the storage unit 23. Based on this, the movement of the opponent character PB is controlled (step S1). The opponent character PB moves in the same manner as the opponent character PB in the CPU battle mode.
[0089] While the action of the opponent character PB is being controlled by the first control means 56a, the situation determination means 55 determines whether or not the game status currently in progress matches the designated game status (step S2).
[0090] If the situation determination means 55 determines that the game situation does not match the designated game situation (step S2: No), the first control means 56a controls the action of the opponent character PB. Continue.
[0091] If the situation determination means 55 determines that the ongoing game situation matches the designated game situation (step S2: Yes), the second control means 56b determines whether or not the opponent character PB will perform an action related to the designated action corresponding to the designated game situation based on the occurrence probability corresponding to the designated game situation (step S3).
[0092] When the second control means 56b determines that an action related to the designated operation is to be generated (step S3 :Yes), and controls the opponent character PB to perform the specified action (step S4).
[0093] After step S4, or when the second control means 56b does not cause an action related to the designated operation. After the decision is made (Step S3: No), the training mode will continue unless an instruction to end the training mode is given (Step S4: No). S5: No), the process returns to step S1. Note that the next determination by the situation determination means 55 in step S2 may be made after a predetermined time has elapsed since the previous determination by the situation determination means 55 in step S2. If an instruction to end the training mode is given by the user's operation (step S5: Yes), the first operation process ends.
[0094] In the first action mode, the opponent character PB moves in the same way as in the CPU battle mode, and performs an action designated by the user when a designated game situation occurs. This satisfies the user's desire to have the non-player object perform the action designated by the user in as natural a flow of the battle as possible.
[0095] (Second operation process) Next, the flow of the second operation process will be described with reference to Fig. 7. The second operation process is started when the user selects the training mode as the game mode, then displays the operation setting screen D2, selects the second operation mode or the third operation mode, and performs various settings. Note that in the various settings performed through the operation setting screen D2, at least one of one or more setting information stored in the storage unit 23 is selected to be used.
[0096] In the second operation process, first, the first control means 56a performs the operation of one or more pieces of setting information stored in the storage unit 23. The first control means 56a determines which designated game state of the setting information the game progress should approach (step T1). That is, the first control means 56a determines the designated game state to be targeted.
[0097] If the number of pieces of setting information to be used is one, in step T1, the first control means 56a In step T1, the first control means 56a automatically determines the designated game situation included in the setting information as the target designated game situation. In addition, if there are multiple pieces of setting information to be used, the first control means 56a automatically determines the designated game situation included in the setting information as the target designated game situation based on the order set by the setting means 54 for the multiple pieces of setting information. In addition, when a plurality of pieces of setting information are used, in step T1, the first control means 56a determines a designated game situation to be targeted from the designated game situations included in the plurality of pieces of setting information. The system status may be determined randomly.
[0098] After determining the designated game situation to be targeted, the first control means 56a determines whether the game situation is progressing in accordance with the target game situation. The action of the opponent character PB is controlled so as to approach the target designated game situation (step T2). For example, if the target designated game situation includes a designated position that is the relative position of the opponent character PB with respect to the user character PA, the first control means 56a controls the action of the opponent character PB so as to approach the target designated game situation (step T2). The opponent character PB is moved to a designated position.
[0099] If the second operation mode is selected, in step T2, the first control means 56a When the third operation mode is selected, the first control means 56a moves the opponent character PB directly to the designated position without making the opponent character PB perform any other operation other than moving to the designated position. The opponent character PB can be made to jump, punch, kick, move in a direction away from the designated position, and the like.
[0100] While the action of the opponent character PB is being controlled by the first control means 56a, the situation determination means 55 If the situation determination means 55 determines that the game situation does not match the designated game situation (step T3: No), the process returns to step T2, and the first control means 56a determines whether the game situation currently in progress matches the designated game situation (step T3: No). The control of the actions of the opponent character PB continues.
[0101] In step T3, the situation determination means 55 determines whether or not the specified game situation is a target game situation. It may be determined whether there is a circumstance that makes it impossible to bring the progressing game situation closer to the designated game situation. The circumstance that makes it impossible to bring the progressing game situation closer to the designated game situation is, for example, when the designated game situation includes a situation in which the opponent character PB is located at a position distant from the user character PA, the opponent character PB is located at the wall (at the edge of the virtual game space S). 2) A case where the opponent character PB cannot be moved to a position far away from the user character PA is exemplified.
[0102] When the situation determination means 55 determines that there is a circumstance that makes it impossible for the progressing game situation to approach the designated game situation as a target, the first control means 56a The first control means 56a may stop the control for approaching the game situation and perform another process. The action of the opponent character PB may be controlled so that the opponent character PB performs an action similar to the designated action corresponding to the designated game situation.
[0103] Alternatively, when the situation determination means 55 determines that there is a circumstance that makes it impossible to bring the progressing game situation closer to the target designated game situation, the first control means 56a The opponent character PB may be made to perform an action other than movement so as to approach a target designated game situation. For example, if the target designated game situation is a situation in which the user character PA and the opponent character PB are spaced apart by a distance of two characters, and the ongoing game situation is a situation in which the user character PA and the opponent character PB are spaced apart by a distance of one character, the first control means 56a may adjust the distance between the user character PA and the opponent character PB by To open it, the opponent character PB may be made to attack the user character PA to make the user character PA back, or may be made to perform an action of pushing the user character PA.
[0104] Alternatively, when the situation determination means 55 determines that there is a circumstance that prevents the progressing game situation from approaching the target designated game situation, the situation determination means 55 may display a message, icon, or the like indicating the circumstance that prevents the progressing game situation from approaching the target designated game situation on the display 32. Alternatively, when the situation determination means 55 determines that there is a circumstance that prevents the progressing game situation from approaching the target designated game situation, the process may return to step T1, and the first control means 56a may change the target designated game situation.
[0105] The processes in steps T3 to T6 are the same as those in steps S2 to S5, respectively, and therefore will not be described here.
[0106] After step T5, or when the second control means 56b does not cause an action related to the designated operation. After the determination (step T4: No), the process returns to step T1 unless an instruction to end the training mode is given (step T6: No). For example, if there are multiple pieces of setting information to be used, in step T1, the first control means 56a performs the setting process in the order set by the setting means 54 for the multiple pieces of setting information. Based on the number, the second control means 56b determines the designated game situation included in the setting information next to the setting information used last time as the target designated game situation. When the process moves to step T1 after determining that no action related to the game is to be generated, the first control means 56a again uses the designated game situation included in the previously used setting information as the target designated game situation. In this case, the determination in step T3 or the determination in step T4 may be made after a predetermined time (for example, 10 seconds) has elapsed since the previous determination in step T3 or the previous determination in step T4. Furthermore, steps T1 to T4 and T6 do not need to be repeated until an action related to the designated action is generated, and when step T4 has been repeated a predetermined number of times or a predetermined time has elapsed, the first control means 56a may determine the next setting information to be included in the next setting information. The designated game situation may be determined as the target designated game situation.
[0107] The non-player object control means 56 determines whether or not the opponent character PB will perform a specified action corresponding to the specified game situation in step T4. The determination may not necessarily be performed in step T1, but may be performed in step T2. That is, in step T1, the non-player object control means 56 determines whether or not the opponent character PB will perform an action related to a designated action corresponding to a designated game situation, based on the order and occurrence probability set for the setting information. For example, in step T1, the non-player object control means 56 determines whether or not to use the setting information set first in the order, based on the occurrence probability corresponding to the first setting information. If it is determined not to use the setting information set first in the order, the non-player object control means 56 determines whether or not to use the setting information set second in the order, based on the occurrence probability corresponding to the second setting information. In this way, in step T1, the setting information to be used, i.e., the target designated game situation, may be determined based on the occurrence probability. In this case, step T4 is omitted.
[0108] Alternatively, in step T1, the non-player object control means 56 may determine a target designated game situation based solely on the occurrence probability set in the setting information, regardless of the order set in the setting information. For example, in step T1, the non-player object control means 56 may randomly determine a target designated game situation from among designated game situations included in a plurality of pieces of setting information, based on the occurrence probability.
[0109] In the second action mode, the opponent character PB moves directly to a designated position without any unnecessary movements and performs a designated action. For example, this satisfies the needs of a user who wants to focus on countering an opponent character PB that launches a specific attack in a specific situation. In the third action mode, the opponent character PB performs the same movements as in the CPU battle mode, but also operates so that the game situation approaches the designated game situation. Therefore, compared to a CPU battle, the frequency with which the game situation matches the designated game situation, in other words, the frequency with which the opponent character PB performs a designated action, can be increased.
[0110] In summary, the game program according to this embodiment is a game program executed in a game system 1 including a controller 31 (operation device) operated by a user, a storage unit 23 (storage device), and a control unit 21 (computer). The designated game situation is a game situation designated by the user's operation, and the designated action is an action of the opponent character PB placed in the game space S designated by the user's operation. Correspondingly, a setting means 54 for storing the setting information in the storage unit 23, a first control means 56a for controlling the action of the opponent character PB, and a game progress status that is the game progress status of the specified game. and a second control means 56b for controlling the opponent character PB to perform the specified action corresponding to the specified game situation when it is determined that the progressing game situation matches the specified game situation. It is a game program that allows you to play games.
[0111] In this embodiment, when a designated game situation occurs during the game, the opponent character PB is controlled to perform a designated action, so that the action of the opponent character PB set by the user can be performed regardless of the user's operation such as pressing a button.
[0112] In this embodiment, when the second or third action mode is selected as the action mode for moving the opponent character PB, the first control means 56a The action of the opponent character PB is controlled so that the situation approaches the specified game situation. This makes it easier for the game situation specified by the user to occur, and as a result, the action set by the user is easier for the opponent character PB to perform.
[0113] In addition, the specified game situation is the absolute position of the opponent character PB in the game space S, In addition, the opponent character PB placed in the game space S is also an object other than the opponent character PB. At least one of the relative positions of the opponent character PB is a predetermined position. In this case, whether or not the opponent character PB is made to perform the designated action is determined according to the position of the opponent character PB. Therefore, when the opponent character PB is in a position suitable for performing the designated action, the opponent character PB can be made to perform the designated action.
[0114] Furthermore, by including a situation in which a predetermined parameter relating to the opponent character PB has reached a predetermined value as the specified game situation, it becomes possible to specify the game situation by the simple method of specifying a value.
[0115] The specified action may include a series of multiple actions, and the setting information may include at least one of the order of the multiple actions and the interval between the multiple actions. This allows for a more realistic game progression, such as by shifting the timing of actions rather than simply having multiple actions in succession.
[0116] In this embodiment, the second control means 56b determines whether the game status matches the designated game status. When it is determined that the opponent character PB has performed the specified action, the opponent character PB is controlled so that the opponent character PB performs an action related to a specified action corresponding to the specified game situation with a predetermined probability. When the specified game situation occurs, the opponent character PB may or may not perform the specified action, which makes it difficult for the user to get the impression that the actions of the non-player object are mechanical, and also enables more realistic training that simulates a battle against an opponent character operated by a human.
[0117] <Other embodiments> The present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the gist of the present invention.
[0118] For example, the game program 34a does not have to be recorded on the game media 34. For example, it may be downloaded to the game device 2 from an external source via the communication network NW. For example, the game device 2 provided in the game system of the present invention is a mobile information device such as a smartphone. The device may be a terminal, and the operation unit and display unit may be a touch screen, etc. The display device that displays the game screen may be a head-mounted display, etc.
[0119] In the above embodiment, the game system 1 includes a game device 2 and a server device 4. However, the game system of the present invention may be configured without a server device. The present invention is applicable not only to online games but also to offline games. Furthermore, the present invention is applicable not only to fighting games but also to action games, role-playing games, shooting games, sports games, racing games, and the like.
[0120] The types of designated game situations and designated actions may differ depending on the game genre.
[0121] For example, if the game realized by the game system is a role-playing game, the specified game situation may include a game situation such as "a player character uses magic," and the specified action may include an action such as "a non-player character uses a skill that increases magic defense."
[0122] For example, if the game realized by the game system is a shooting game, the specified game situation may include a game situation such as "the player character attacks with a weapon from a medium distance," and the specified action may include an action by the non-player character such as "counterattack with a gun if there is no cover, and counterattack with a grenade if there is cover," "continuously perform evasive actions," or "run away."
[0123] For example, if the game realized by the game system is a soccer game, the specified game situations may include game situations such as "one-on-one with the goalkeeper," and the specified actions may include actions such as "varying the strength and course of the shot depending on the position of the goalkeeper" and "changing the type of shot (loop shot or curve) depending on whether the player has special shooting skills."
[0124] For example, if the game realized by the game system is a racing game, the specified game status may include game status such as ranking and possessed items, and the specified actions may include actions such as "overtaking the inside of the opponent object," "overtaking the outside of the opponent object," and "drifting."
[0125] For example, if the game realized by the game system is a real-time strategy game, the specified game situation may include game situations such as the status of a base being occupied or the status of a base being destroyed, and the specified actions may include actions such as "attacking," "going on the defensive," "running to a teammate," "defeating an NPC other than the opponent that will give an advantage if defeated," etc. Also, for example, if the game realized by the game system is a real-time strategy game, the specified game situation may include game situations such as HP, the cooldown and usage status of a special move, and position, and the specified actions may include the order in which skills are used, where on the opponent to use skills (for example, hitting behind in anticipation of a retreat, hitting in the position where a character is located), etc.
[0126] For example, if the game realized by the game system is a puzzle game, the specified game situation may include game situations such as how your own and your opponent's blocks are stacked and their HP, and the specified actions may include actions such as "performing a combo," "prioritizing block removal," and "reducing the block height."
[0127] It should be noted that even in the game genres exemplified above, the game modes may include a training mode in which various game elements can be set or adjusted, as described in the above embodiment.
[0128] The non-player object does not have to be a character that is an opponent of the player character operated by the user, but may be, for example, a non-player character that is an ally of the player character.
[0129] The game program of the present invention may be executed by at least one of the computers of the game device 2 and the server device 4. For example, a part of the game program of the present invention may be stored in the server device, and the rest of the game program of the present invention may be downloaded to the game device or recorded on a recording medium to be read by the game device. For example, the server control unit 41 of the server device 4 may execute the game program stored in the storage unit 42. By executing the program, the game device 2 may function as part or all of the functional units 51 to 57. In this case, the game program of the present invention is stored in the server device 4, or is a program stored in a distributed manner in the game device 2 and the server device 4.
[0130] In addition, in the above embodiment, the control unit 21 of the game device 2 executes the game program 34a to function as a communication means 51, a game space generation means 52, a player object control means 53, a setting means 54, a situation determination means 55, a non-player object control means 56, and a parameter change means 57, but some of these functional units 51 to 57 may not function.
[0131] In the above embodiment, the setting means 54 is configured to set the value stored in the storage unit 23 by the user's operation. Although the order of the plurality of setting information is set, the order of the plurality of setting information may be set without user operation. Also, the order of using the plurality of setting information does not have to be set. The first control means may randomly determine the setting information to be used from the plurality of setting information. For example, the first control means may randomly determine the target designated game situation from the designated game situations of the plurality of setting information. For example, in step T1 in the second operation processing of the above embodiment, the first control means 56a may randomly determine the same designated game situation as the designated game situation determined in the previous step T1. A designated game state may be determined.
[0132] In the above embodiment, the user character PA was not operated by the user and was in a stationary state while the action recording screen was displayed, but the present invention is not limited to this. For example, the user character PA may act as a non-player object while the action recording screen is displayed. For example, the user may be able to specify in advance the action of the user character PA as a non-player object before the action recording screen is displayed. In this case, the user may be able to specify the action of the user character PA by operating the user character PA before the action recording screen is displayed. Alternatively, the user may be able to specify the action of the user character PA by selecting from a plurality of options indicating an action, such as a "forward jump" or a "special move."
[0133] Furthermore, when the user character PA acts as a non-player object while the action recording screen is being displayed, the setting means 54 may include the position or action of the user character PA in the designated game situation. The position of the user character PA may include a situation in which at least one of the position and the action satisfies a predetermined condition. This allows a specified game situation to occur in response to a user operation.
[0134] Furthermore, the setting information stored by the user operating a non-player object (opponent character PB in the above example) displayed on the action recording screen may also be usable when controlling the actions of a non-player object of a type other than the non-player object displayed on the action recording screen. For example, the action of character A operated by the user may be stored as a designated action, and the setting information including the designated action may be used to control character B, which is different from character A, by the second control means.
[0135] The designated game situation may also include information that depends on the type of character. For example, the designated game situation may include the type of character, the character's reach, the presence or absence of a projectile, etc. The designated game situation may include a situation in which a non-player object is the same as or of the same type as the non-player object (opponent character PB in the above example) displayed on the action recording screen. The designated game situation may include a situation in which a non-player object has the same reach as the reach of the non-player object displayed on the action recording screen. The designated game situation may include a situation in which a non-player object has a predetermined special move (such as a projectile).
[0136] Furthermore, in the above embodiment, the setting means 54 displays on the display 32 an action recording screen on which the user can operate the opponent character PB, but the present invention is not limited to this. For example, the user may be able to specify the action of the opponent character PB without operating the opponent character PB. Furthermore, the user may be able to specify the action and the game situation of the opponent character PB separately, without specifying both the action and the game situation at the same time.
[0137] For example, Fig. 8 shows an example of a situation specification screen D3 for specifying a game situation as a specified game situation. The situation specification screen D3 displays information related to the game situation, such as "user character action," "opponent character position," "distance between characters," "stamina gauge," and "skill gauge." For each item, several predetermined options are prepared, and the user specifies the game situation by selecting an option for each item that corresponds to the situation in which the specified action is to be performed. For example, on the situation specification screen D3, "by the wall" is selected for the item "position of opponent character", "two steps" is selected for the item "distance between characters", and "no specification" is selected for the other items. This is the state when the position of the opponent character PB is by the wall in the game space S and the user In this way, the user may be able to specify the game situation by selecting from predetermined options.
[0138] The setting means 54 may display an action recording screen on the display 32 so that the user can individually specify the actions of the opponent character PB, rather than simultaneously specifying the actions and game situation of the opponent character PB. In this case, the user character PA does not need to be placed on the action recording screen.
[0139] Furthermore, instead of the action recording screen on which the user can control the opponent character PB, the setting means 54 may display an action designation screen on the display 32, which presents the user with a plurality of options indicating actions of the opponent character PB. For example, the user may be able to designate an action of the opponent character PB by selecting one option from a plurality of options indicating actions, such as a "forward jump" or a "special move."
[0140] In addition, the setting means 54 may allow the user to specify the movements of the opponent character PB to be performed in accordance with the operation keys input in the order of the time frames by selecting operation keys that correspond to some or all of multiple time frames arranged in chronological order.
[0141] In the above embodiment, the first control means and the second control means control the movements of the non-player objects in the training mode, but the present invention is not limited to this. For example, the control of the movements of the non-player objects by the first control means and the second control means can also be applied to a CPU battle mode. The present invention can also be applied to games that do not have a training mode.
[0142] In the above embodiment, one of the first, second, and third action modes can be selected as the action mode for moving the opponent character PB as a non-player object, but the present invention is not limited to this. The action mode for moving the non-player object may be any one of the first, second, and third action modes, or may be selectable from two of the first, second, and third action modes.
[0143] In addition, the control of the opponent character PB by the first control means 56a is performed in the first operation mode, The control may be a combination of two or more of the second and third action modes. That is, whether the opponent character PB is moved regardless of the setting information as in the first action mode, or the opponent character PB is moved so that the game situation approaches the designated game situation in the setting information as in the second and third action modes, may change during the game. For example, the action mode may be switched according to the elapsed time during the game.
[0144] Furthermore, for example, the setting means may set a probability as to whether or not the progressing game situation will approach a designated game situation in response to a user's operation on the operation device. Then, the first control means 56a determines whether or not the progressing game situation will approach the designated game situation based on the set probability. If it is determined that the game state is approaching the designated game state, the first control The control means 56a controls the opponent character PB so that the game situation approaches the designated game situation. Also, when it is determined that the game situation is not approaching the designated game situation, the first control means 56a may operate the opponent key regardless of the setting information as in the first operation mode. 7, when the non-player object control means 56 determines that the opponent character PB will not perform the designated action corresponding to the designated game situation, the first control means 56a As in the first action mode, the opponent character PB may be caused to act regardless of the setting information.
[0145] Furthermore, in the above embodiment, the mode in which the first control means controls the action of the non-player object so that the progressing game situation approaches the designated game situation has been described as the mode in which the first control means moves the non-player object to a designated position, but the present invention is not limited to this. For example, if the designated game situation includes a situation in which the opponent character PB has zero skill points, the first control means may cause the opponent character PB to use a skill and consume skill points so that the progressing game situation approaches the designated game situation.
[0146] The designated position included in the designated game situation is not limited to the relative position of the non-player object with respect to the player object, but may be the absolute position of the non-player object in the game space. Also, the designated game situation does not necessarily have to include the designated position.
[0147] Furthermore, in the above embodiment, the setting means 54 sets the probability of occurrence of an action related to a designated action in response to a user operation. However, the probability of occurrence may be a predetermined probability rather than a probability specified by the user. Furthermore, the probability of occurrence of an action related to a designated action does not have to be set. For example, when the situation determination means 55 determines that the ongoing game situation matches the designated game situation, the action of the non-player object may be controlled so as to perform a designated action corresponding to the designated game situation. In this case, step S3 of the first action processing and step T4 of the second action processing are skipped.
[0148] A game situation caused by a designated action corresponding to a certain designated game situation may be included in another designated game situation. For example, a designated action corresponding to a certain designated game situation may be an action called a "throw technique," and another designated game situation may include a game situation in which "a non-player object successfully performs a throw technique on a user character, and the user character then gets up."
[0149] The setting information may be information in which one designated game situation is associated with a plurality of designated actions.
[0150] In this case, when the ongoing game situation matches the designated game situation, the second control means may randomly determine one of a plurality of designated actions corresponding to the designated game situation, and control the non-player object to perform the determined designated action.
[0151] Alternatively, the setting means may set an occurrence probability for each of a plurality of designated actions in response to a user's operation on the operation device. That is, when the ongoing game situation matches a designated game situation, the second control means may control the non-player object to perform one of a plurality of designated actions corresponding to the designated game situation, based on the occurrence probability of each designated action. For example, if the designated game situation is a situation in which "a throw technique performed by the non-player object on the user character is successful, and the user character then gets up," the plurality of designated actions associated with the designated game situation may include an action called "punch" with a 50% occurrence probability, an action called "vertical jump kick" with a 10% occurrence probability, an action called "step back" with a 20% occurrence probability, and an action called "jump" with a 20% occurrence probability. It may also include an action called "guard" for which a raw probability is set.
[0152] Furthermore, when the designated action includes a plurality of consecutive actions of the non-player object, the setting means may be capable of setting the occurrence probability of some of the actions included in the designated action in response to a user's operation on the operation device. For example, a designated action including a plurality of consecutive actions may include a "throw" as the first action and a "punch" as the second action, which has a 50% occurrence probability. Furthermore, a next action after a certain action among the plurality of consecutive actions included in the designated action may be determined randomly or according to probability from among the plurality of actions. For example, a designated action including a plurality of consecutive actions may include a "throw" as the first action and include, as candidates for the second action, a "punch" with a 50% occurrence probability, a "vertical jump kick" with a 10% occurrence probability, a "step back" with a 20% occurrence probability, and a "guard" with a 20% occurrence probability.
[0153] Furthermore, the plurality of pieces of setting information stored in the storage device may include first setting information associating a first designated game situation with a first designated action of a non-player object, and second setting information associating a second designated game situation with a second designated action of a non-player object, and an occurrence order indicating that the second designated game situation will occur after the first designated game situation. In this case, after the second control means controls the non-player object to perform the first designated action corresponding to the first designated game situation, the first control means may control the action of the non-player object based on the occurrence order so that the progressing game situation approaches the second designated game situation. This allows the user to predict that, when the non-player object performs the first designated action, the non-player object will next perform the second designated action.
[0154] The specified game situation is not limited to those described in the above embodiment. For example, the specified game situation may be at least one of the position and the action of the user object PA in the game space S. The position of the user character PA may be, for example, an absolute position in the game space S or a relative position with respect to the opponent character PB. The specified game situation may also include, for example, the elapsed time or remaining time of a match. Although the parameters displayed as a vitality gauge or a skill gauge on the game screen D1 have been exemplified as predetermined parameters related to non-player objects that are changed by the parameter change means 57, parameters that may be included in the specified game situation can be set appropriately depending on the game. For example, the parameter may be the elapsed time or remaining time of a match, the time from when a skill is activated until the next skill can be activated (i.e., the cooldown time of a skill), the presence or number of items, possessed skills, etc. For example, the parameter may be a parameter that is a condition for the activation of a specific action by a character, or a parameter that is a condition for winning or losing a match. The parameter that may be included in the specified game situation does not have to be a parameter displayed on the game screen, such as a vitality gauge or a skill gauge, and may be a parameter whose increase or decrease cannot be confirmed by the user via a display device.
[0155] The plurality of setting information stored in the storage device may include first setting information associating a first designated game situation with a first designated action of the non-player object, and second setting information associating a second designated game situation with a second designated action of the non-player object, wherein the first designated game situation includes a situation in which the non-player object is at a first designated position and the second designated game situation includes a situation in which the non-player object is at a second designated position, the setting means may set an order for the first setting information and the second setting information, and the first control means may control the actions of the non-player object based on the set order so as to move the non-player object to the first designated position and then to move the non-player object to the second designated position.
[0156] The specified action may be conditioned on the user's operation of the control device, rather than the action of the user character. For example, in a game in which two quick horizontal movements result in a dash, a single horizontal input may trigger a guard against the dash, and the NPC may be made to take a guard action against the dash before the dash. In this case, the guard action in response to a single horizontal input and the action corresponding to the dash may both be specified actions.
[0157] The effects of the present invention can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments as appropriate. [Explanation of symbols]
[0158] 1: Game System 2: Game device 4: Server device 21: Control unit 23: Storage section 31: Controller 32: Display 41: Server control unit 42: Storage section 51: Means of communication 52: Game space generation means 53: Player object control means 54: Setting method 55: Means of determining the situation 56: Non-player object control means 56a: First control means 56b: Second control means 57: Parameter change method
Claims
1. A game program executed in a game system including an operation device operated by a user, a storage device, and a computer, The computer a setting means for associating a designated game situation, which is a game situation designated by a user's operation, with a designated action, which is an action of an object placed in the game space designated by the user's operation, and storing the association information in the storage device; a first control means for controlling the action of the non-player object; a situation determination means for determining whether or not a game situation currently in progress matches the designated game situation; a second control means for controlling the non-player object to perform the designated action corresponding to the designated game situation when it is determined that the ongoing game situation matches the designated game situation; A game program that functions as a
2. 2. The game program according to claim 1, wherein the first control means controls the action of the non-player object so that the progressing game situation approaches the designated game situation.
3. The plurality of pieces of setting information stored in the storage device first setting information associating a first designated game situation with a first designated action of the non-player object; second setting information associating a second designated game situation, a second designated action of the non-player object, and an occurrence order indicating that the second designated game situation will occur after the first designated game situation; 3. The game program according to claim 2, wherein after the second control means controls the non-player object to perform the first designated action corresponding to the first designated game situation, the first control means controls the action of the non-player object based on the order of occurrence so that the progressing game situation approaches the second designated game situation.
4. The plurality of pieces of setting information stored in the storage device first setting information associating a first designated game situation with a first designated action of the non-player object; second setting information that associates a second designated game situation with a second designated action of the non-player object; the second specified game situation includes a situation in which the non-player object is at a specified position; the setting means sets an order for the first setting information and the second setting information, 3. The game program according to claim 2, wherein the first control means controls the action of the non-player object so as to move the non-player object to the designated position after the non-player object is controlled by the second control means to perform the first designated action corresponding to the first designated game situation based on the set order.
5. The game program according to any one of claims 1 to 4, wherein the specified game situation includes a situation in which at least one of an absolute position of the non-player object in the game space and a relative position of the non-player object with respect to an object other than the non-player object that is placed in the game space is a predetermined position.
6. The computer is operated by a user to control a player object placed in the game space. and further functioning as a player object control means for controlling the operation of the object; 6. The game program according to claim 1, wherein the specified game situation includes a situation in which at least one of a position and an action of the player object in the game space satisfies a predetermined condition.
7. causing the computer to further function as parameter changing means for changing a predetermined parameter related to the non-player object while the action of the non-player object is controlled by the first control means; 7. The game program according to claim 1, wherein the specified game situation includes a situation in which the parameter reaches a predetermined value.
8. the game system includes a display device on which a game screen is displayed; 8. The game program according to claim 7, wherein the predetermined parameter is a parameter whose value is displayed as a gauge on the game screen.
9. the specified action includes a plurality of consecutive actions, The game program according to any one of claims 1 to 8, wherein the setting information includes at least one of an order of the plurality of consecutive actions and a gap time between the plurality of consecutive actions.
10. The game program according to any one of claims 1 to 9, wherein the second control means, when it is determined that the ongoing game situation matches the designated game situation, controls the non-player object so that the non-player object performs an action related to the designated action corresponding to the designated game situation with a predetermined probability.
11. a program storage unit that stores the game program according to any one of claims 1 to 10; A game system comprising: a computer that executes the program stored in the program storage unit.