Game program, game control method, and information processor

The game system dynamically adjusts special skill effects based on collective player contributions, addressing the lack of collective influence in multiplayer games by recording actions and allowing cooperative input during a predetermined period, enhancing engagement and strategy.

JP2025169348APending Publication Date: 2025-11-12GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2025134992
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-14
Publication Date
2025-11-12

AI Technical Summary

Technical Problem

In conventional multiplayer battle games, only one player can activate special skills, and the willingness or cooperation of other players does not significantly influence the skill's effectiveness, lacking a mechanism to dynamically adjust the skill's impact based on collective effort.

Method used

A game system that records points for actions taken by players, activates special skills when a predetermined value is reached, and allows other players to contribute to the skill's effect during a cooperation period, changing its impact based on the number of contributions.

Benefits of technology

Enhances the effectiveness of special actions by incorporating collective player input, increasing the game's engagement and strategic depth through dynamic skill effects based on player collaboration.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game program, a game control method, and an information processor capable of changing effect of a special action according to the number of players cooperating with the special action.SOLUTION: When a computer determines that a point based on a first action of respective characters of an own player and another player is equal to or more than a predetermined value, a game program sets a specific period from the time when an input instruction of a second action is received first from the own player or another player as a cooperation reception period, receives an input instruction of the second action for the number of times up to the upper-limit number of times determined for each cooperating player from the cooperating player other than a player who performs an input instruction of the second action from among the own player and another player during the cooperation reception period, and executes changing effect of the second action according to the number of times of input instructions of the second action received from the cooperating player.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a game program, a game control method, and an information processing device. [Background technology]

[0002] In recent years, games provided to mobile devices via communication networks have become increasingly popular. There are many battle games in which multiple players cooperate to fight against enemy characters. In such multiplayer battle games, it is difficult to deal heavy damage to enemy characters. This can give a message to the character or affect friendly characters in the group (e.g., Recovers the HP (hit points) of allied characters.) Special skills are used by one player in the group. It is triggered by input operations on the layer.

[0003] For example, Patent Document 1 discloses a game in which a player cooperates with other players to fight against enemy characters. This article describes a battle game in which raid battles are carried out. In raid battles, a battle game using a mobile game, players can collect points given to specific players by other players. If the amount of the target is equal to or greater than a predetermined value, the target character will be attacked against the enemy character according to the instructions of a specific player. An attack with a power corresponding to the points is then executed. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-233637 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in conventional multiplayer battle games, only one player can enter the game. Special skills are activated by power manipulation, so other players may be affected by the activation of special skills. The willingness of the players to cooperate or agree with the team was not able to influence the magnitude of the effect of the special skill. In addition, each player can adjust the strength of their special skills to change the effect of the skill. Therefore, in order to significantly change the effect of a skill, Each player has to make an effort and cooperate with other players in the group to maximize the effect of their skills. There was no mechanism to make any major changes.

[0006] The present invention has been made to solve such problems, and the initiation of special actions The cooperation or support of other players may affect the effectiveness of special actions. The present invention aims to provide a game program, a game control method, and an information processing device that enable The target. [Means for solving the problem]

[0007] The game program according to the present invention includes a storage unit, and is installed in a computer that provides a game. The actions of the player and other players executed in accordance with the input instructions of the player and other players The step of storing points in the memory based on the first action of each character. a step of determining whether or not the points stored in the storage unit are equal to or greater than a predetermined value; If it is determined that the point is equal to or greater than a predetermined value, the player or another player is the first to A specific period from the time when the action input instruction is received is set as the cooperation acceptance period. During the cooperation acceptance period, the player and other players take the second action. From the cooperating players other than the player who input the command, the maximum number of times set for each cooperating player a step of receiving an input instruction for the second action up to a number of times; The effect of the secondary action changes depending on the number of input instructions for the secondary action received. The computer may be any computer as long as it is capable of executing the above steps. For example, a mobile terminal, a fixed terminal, a server, etc.

[0008] In addition, in the game program according to the present invention, the computer is A second action is taken depending on the time period from the start of the test to the time when the points are determined to be equal to or greater than a predetermined value. It is preferable to further perform the step of changing the effect of

[0009] In addition, in the game program according to the present invention, the computer is and further executing a step of displaying an operation button for initiating the second action. The input operation for the second action accepted during the cooperation acceptance period is the selection operation of the operation button. It is preferable that

[0010] In the game program according to the present invention, in the step of displaying the operation buttons, It is preferable to change the display mode of the operation button depending on the arrival time period.

[0011] In the game program according to the present invention, in the step of displaying the operation buttons, It is preferable to display the operation button so that it moves at a speed corresponding to the arrival time.

[0012] In addition, in the game program according to the present invention, It is preferable to further execute a step of displaying a gauge having a length corresponding to the point. It's nice.

[0013] In addition, in the game program according to the present invention, A region having a predetermined angle with the first position on the designated display screen as a vertex is displayed as a specific region. When the player designates a second position within the specific area, the first action is displayed on the display screen. It is preferable to execute a step of accepting the instruction as an input instruction for the action.

[0014] The game control method according to the present invention is a method for controlling a game on a computer having a memory unit and providing a game. A game control method, comprising: a game control method for controlling a game by a player, the game control method being executed in accordance with input instructions from the player and other players; Points are recorded based on the first action of each character of the player and other players. a step of storing the points in a memory unit; and a step of determining whether the points stored in the memory unit are equal to or greater than a predetermined value. and when it is determined that the points are equal to or greater than a predetermined value, the player or another player A specific period from the time when the input instruction for the second action is first received from the layer is defined as the collaboration period. A step of setting a cooperation acceptance period and during the cooperation acceptance period, That is, from the cooperating player other than the player who gave the input instruction for the second action, receiving an input instruction for the second action up to a predetermined upper limit number of times for each; , the second action is executed according to the number of input instructions for the second action received from the cooperating player. and changing the effect of the ion.

[0015] The information processing device according to the present invention is an information processing device that provides a game, and the commands of the player and other players executed in accordance with the input instructions of the other players. a memory unit for storing points based on a first action of a character; an accumulation unit that determines whether the accumulated points are equal to or greater than a predetermined value; If it is determined that the player has received the first command to input the second action from the player himself or another player, A specific period from the time of receipt is set as the cooperation acceptance period, and during the cooperation acceptance period, Among the layer and other players, the cooperative players other than the player who gave the input instruction for the second action The layer allows input of the second action up to the upper limit set for each cooperating player. The cooperation unit that receives the instruction and the number of input instructions for the second action received from the cooperation player. and an activation unit that changes the effect of the second action depending on the [Effects of the Invention]

[0016] The game program, the game control method, and the information processing device according to the present invention are The effect of special actions can be changed depending on the number of players participating in the game. become. [Brief explanation of the drawings]

[0017] [Figure 1] FIG. 1 is a schematic diagram for explaining an example of a battle game. [Figure 2] 1 is a diagram illustrating an example of a schematic configuration of a game system 1. FIG. [Figure 3] FIG. 2 is a diagram illustrating an example of a schematic configuration of a mobile terminal 2. [Figure 4] FIG. 10 is a diagram showing an example of a display screen of a battle game. [Figure 5] FIG. 10 is a diagram showing an example of a display screen of a battle game. [Figure 6] 3A to 3C are diagrams illustrating examples of data structures of various tables. [Figure 7] FIG. 2 is a diagram showing an example of an operation sequence of the game system 1. [Figure 8] FIG. 10 is a diagram illustrating an example of an operational flow of an accumulation process. [Figure 9] FIG. 10 is a schematic diagram for explaining an example of an input instruction. [Figure 10] 10(a) is a schematic diagram for explaining an example of a guide figure A, and FIG. 10(b) is a diagram showing an example of a display screen of a battle game. [Figure 11] FIG. 2 is a diagram illustrating an example of a schematic configuration of a mobile terminal 20. [Figure 12] FIG. 10 is a diagram illustrating an example of an operation flow of an input instruction process. [Figure 13] FIG. 10 is a schematic diagram for explaining another example of a guide figure. [Figure 14] 10A and 10B are schematic diagrams for explaining an example of input instruction processing using guide figures in stages; DETAILED DESCRIPTION OF THE INVENTION

[0018] Various embodiments of the present invention will be described below with reference to the drawings. The technical scope of the present invention is not limited to these embodiments, but includes the inventions and their equivalents described in the claims. Please note that this covers equivalents.

[0019] FIG. 1 shows a system in which multiple mobile terminals cooperate with each other and the terminal game programs that each mobile terminal has. FIG. 1 is a schematic diagram for explaining an example of a battle game realized by the above. The battle game provided by a plurality of mobile terminals of this embodiment will be described with reference to the accompanying drawings.

[0020] In this embodiment, the player operates the mobile terminal 2a that the player owns to control his / her own character. The player and the other player's characters cooperate in a battle game. The player himself is called the player, the character he has is called the character, and the character he has is called the player's character. Players other than the player are called other players, and characters owned by other players are called other characters. The other players are called characters. 2c, ... The mobile terminals 2a, 2b, and 2c may be simply referred to as mobile terminals 2.

[0021] In a battle game, a player's character and one or more other characters play the same battle game. The robot is movably placed in the battle game space, and one or more enemy characters are present in the battle game space. During the battle, the player's character and other characters The player's character, other characters, and enemy characters perform normal actions according to the ear's operation. Each character has an HP associated with them, and each character's HP is proportional to the opponent's HP. It increases or decreases according to the actions of the Rakuta, and as a result of the battle, HP will reach a predetermined value (for example, 0 (zero)). Characters who fall into the following conditions will be unable to battle or will be defeated. This is an example of a physical strength parameter or life parameter for continuing the game.

[0022] Normal actions are attacks, defenses, use of items and skill activations performed by each character. These are actions such as movements, and are performed against enemy characters, your own character, and / or other characters in battle. Attacking is an action that reduces the HP associated with an enemy character. Defense is when an enemy character takes an action that reduces the HP associated with your character. This is an action that reduces the amount of HP lost when the item is used. is a recovery item that increases the HP of other characters, and is associated with enemy characters. Attack items that reduce HP received, HP associated with your character that reduces HP These are defensive items that reduce the amount of HP lost when an attack is received. are the special abilities each character possesses and / or learns during the battle game. , attack magic that reduces the HP associated with the enemy character, A special move that reduces HP by more than an attack magic, or a special move that reduces HP by more than an attack magic. The HP associated with each character is increased by recovery magic. The skill is activated by consuming the MP (magic points) that the user has. This is an example of an activation parameter that is consumed to activate a specific action. The action is an example of a first action.

[0023] Before the start of the battle game, the player must be paired with two other players. Teams are formed. Each player can request other players to cooperate in the battle game. Or other players' requests for cooperation in a battle game to the player, or the player's character Invitations to other characters that exist in a game space different from the battle game space When the battle game starts, you can create a team. The character and other characters battle one or more enemy characters in the game space. The number of members in a team is not limited to three.

[0024] In a battle game, players control their character's speed according to the inputs of their own and other players. Kills and other characters' skills are activated, and points are recorded based on the skills activated. For example, when a skill such as an attack magic spell of your own character or another character is activated once, The skill hits an enemy character (e.g., reduces the HP associated with the enemy character) If the skill is successful, 1 point will be recorded according to the skill. During the battle game, the player hits the skill three times and the other player hits the skill If you hit five times, a total of 8 points will be stored based on these skills. Hereinafter, the accumulated and stored points may be referred to as accumulated points. Points can be recorded when a normal action other than a skill is performed. For example, each time your character or another character makes a successful attack, one point is awarded. The accumulated points are stored according to the number of successful attacks for each character. Also, depending on the type of skill, the number of points stored for each skill activation will vary. For example, if you activate a high-level skill once, a low-level skill A higher number of points (for example, 3 points) is stored than when activating the skill. Points may be accumulated as activations or attacks are performed.

[0025] The player's mobile terminal 2a and the other players' mobile terminals 2b and 2c share accumulated points. The mobile terminal 2a has a function to display the accumulated points in real time (see (A) of FIG. 1). The accumulated points from 2b and 2c are displayed by a gauge (B). A bar graph with a length corresponding to the accumulated points, for example, up to 10 points The accumulated points are displayed. Note that the maximum number of points that can be displayed by the gauge is 1. 0 points is an example of a predetermined value.

[0026] The player's mobile terminal 2a and the other players' mobile terminals 2b and 2c have accumulated points of 1 Determine whether 0 points or more have been stored. If 10 points or more have been stored, If this happens, the player and other players can activate special skills (C). Special skills are an example of secondary actions. Secondary actions can be used to attack enemy characters, This action has a greater effect on the player's character and / or other characters than the first action. For example, special skills can increase the HP associated with an enemy character, or increase the HP of an enemy character by using attack magic, etc. Special attack magic that reduces the skill by more than when the skill is activated, or your character and HP associated with other characters is increased more than when skills such as recovery magic are activated. Special recovery magic that increases the damage of enemies. This is an action that reduces the HP of the target by more than if an attack were performed.

[0027] When it becomes possible to activate a special skill, the mobile terminal 2a and the mobile terminals 2b and 2c A special skill activation button will be displayed to activate the special skill. If one of the players first selects the special skill activation button (D), the special skill will be activated. The time when the action was instructed is stored. The special skill activation button is an example of an operation button. Next, a specific period (for example, 5 seconds) from the time when the special skill is activated will be After that, the first player to select the special skill activation button will This may be referred to as the invoking player.

[0028] Next, during the cooperation reception period, it is determined whether or not the cooperation player has instructed the activation of a special skill. The cooperating player can decide whether to use the power of the player himself or any other player other than the player who initiated the action. The cooperating player presses the special skill activation button displayed on the mobile terminal 2 of the cooperating player. If the player selects (E), it is determined that the cooperating player has instructed the activation of a special skill. Each cooperating player presses the special skill activation button displayed on the cooperating player's mobile terminal 2. This can be selected once during the cooperation acceptance period. In addition, if you select the special skill activation button during the cooperation acceptance period, The upper limit of the number of times that each cooperating player can play the game (for example, three times) may be set in advance for each cooperating player. Each cooperating player can select the special skill activation button up to a maximum number of times during the cooperation acceptance period. In addition, the total number of times each cooperating player can select the special skill activation button during the cooperation acceptance period The total upper limit of the number of times that each cooperating player can participate is set in advance, and each cooperating player must The special skill activation button may be made selectable until the skill level is reached.

[0029] The effect of the special skill is determined by the cooperation player's selection of the special skill activation button during the cooperation acceptance period. The effect of the special skill changes depending on the number of times (F). and / or the degree of influence on other characters, for example, damage to enemy characters. The amount of damage your character and other characters have recovered, etc. The higher the value, the greater the amount of damage or recovery.

[0030] Then, when the cooperation acceptance period ends, the special skill that was instructed to be activated by the activation player will be activated. The effect is changed.

[0031] In this way, in response to the activation of the special action of the activation player, the cooperating player can cooperate or If you agree, you can change the effect of special actions. It is now possible to have the cooperation or support of players affect the effectiveness of special actions. In addition, since a lot of cooperation or support can be obtained from cooperative players, it is beneficial for the progress of the battle game. A battle that requires each player to use their strategy to activate special actions at the appropriate times. This makes it possible to realize a game, thereby making the battle game more entertaining.

[0032] FIG. 2 is a diagram showing an example of a schematic configuration of the game system 1. As shown in FIG.

[0033] The game system 1 is a system for displaying the game data owned by the player A and the other players B and C who belong to the same team. The mobile terminals 2a, 2b, and 2c are connected to each other via a communication network. are interconnected via networks, including base stations, mobile communication networks, gateways, and internetworks. The mobile terminals 2a, 2b, and 2c are connected to each other via an internet (not shown). broadcasts game control data according to the progress of the battle game to other mobile devices. The game control data is the HP, MP, and battle game space of each character. Position within the game, the action taken, and other characters affected by that action It includes at least ID (Identification) (including enemy characters) etc. The data includes each character's level, owned items, owned cards and skills, as well as enemy It may further include the character's HP, MP, and position within the battle game space.

[0034] FIG. 3 is a diagram showing an example of a schematic configuration of the mobile terminal 2. As shown in FIG.

[0035] The mobile terminal 2 communicates with other devices via a base station, a mobile communication network, a gateway, and the Internet. The mobile terminal 2 is connected to the mobile terminal of the player and communicates with the other mobile terminals. The progress of the game is controlled in response to the operation of the touch panel 23. The mobile terminal receives various data from other mobile terminals and controls the progress of the game. The terminal 2 includes a terminal communication unit 21, a terminal storage unit 22, an operation unit 23, a display unit 24, and a terminal processing unit. It has a unit 25.

[0036] In this embodiment, the mobile terminal 2 is a multi-function mobile phone (a so-called "smartphone" ) is assumed, but the present invention is not limited to this. If possible, for example, a mobile phone (a so-called "feature phone") or a mobile information terminal ( Personal Digital Assistant (PDA), portable game consoles, portable music players, tablet devices Alternatively, it may be a tablet PC (Personal Computer), a notebook PC, etc.

[0037] The terminal communication unit 21 is a communication interface including an antenna having a sensitivity band within a predetermined frequency band. The terminal communication unit 21 includes an interface circuit for connecting the mobile terminal 2 to a wireless communication network. The base station and the station communicate with each other via a channel assigned by the base station. A wireless signal line is established using a method such as the Wireless Multiple Access (WDMA) system, and communication is carried out with the base station. Then, the terminal communication unit 21 transmits the data supplied from the terminal processing unit 25 to other mobile terminals 2, etc. In addition, the terminal communication unit 21 transmits data received from other mobile terminals 2 etc. to the terminal processing unit 2. The terminal communication unit 21 periodically broadcasts various data to other mobile terminals 2. Although the broadcast transmission is performed, various data may be transmitted in response to requests from other mobile terminals 2. .

[0038] The terminal storage unit 22 includes, for example, a semiconductor memory device. Operating system programs and driver programs used in processing in unit 25 For example, the terminal storage unit 22 stores the driver, application programs, data, etc. As the driver program, an input device driver program for controlling the operation unit 23 and a display The terminal storage unit 22 stores an output device driver program that controls the terminal storage unit 24. is an application program that is executed by the player operating the operation unit 23. Based on the input instruction data and the game control data acquired from the other portable terminal 2, A terminal game player that progresses the battle game and displays display data related to the progress of the battle game. The terminal storage unit 22 also stores data such as programs acquired from other mobile terminals 2. The acquired game control data, display data related to the progress of the game, video data, and image data Furthermore, the terminal storage unit 22 temporarily stores temporary data related to a predetermined process. It may be memorized.

[0039] The operation unit 23 may be any device that can operate the mobile terminal 2, for example. , a touch panel, key buttons, etc. The player uses the operation unit 23 to input letters, numbers, When the operation unit 23 is operated by the player, the operation The generated signal is then processed by the terminal as a command from the player. The data is supplied to section 25.

[0040] The display unit 24 may be any device capable of displaying videos, images, etc. Examples include liquid crystal displays and organic EL (Electro-Luminescence) displays. The display unit 24 displays an image corresponding to the image data supplied from the device processing unit 25 or an image corresponding to the image data. Displays the image etc.

[0041] The device processing unit 25 includes one or more processors and their peripheral circuits. 25 is a device that controls the overall operation of the mobile terminal 2, and includes, for example, a CPU (Ce The device processing unit 25 is a central processing unit (CSM). The program is executed in an appropriate procedure based on the program stored in the operation unit 22 and the operation of the operation unit 23. The terminal processing unit 25 controls the operations of the terminal communication unit 21, the display unit 24, etc. The programs stored in the storage unit 22 (operating system programs and drivers) It also executes processing based on the terminal program, application program, etc. The processing unit 25 executes a plurality of programs (application programs, etc.) in parallel. This can be done.

[0042] The terminal processing unit 25 includes at least a battle game execution unit 251, an accumulation unit 252, and a cooperation unit 25 3, and an initiation unit 254. Each of these units is executed by a processor included in the terminal processing unit 25. These are functional modules realized by programs executed in the It may be implemented in the mobile terminal 2 as firmware.

[0043] 4 and 5 show display images of a battle game displayed on the mobile terminals 2a, 2b, and 2c. FIG. 10 is a diagram illustrating an example of a surface.

[0044] FIG. 4(a) shows battle game screens 400a, 400b, and 400c displayed on the mobile terminals 2a, 2b, and 2c. The mobile terminal 2a is a mobile terminal owned by the player A. The mobile terminals 2b and 2c are the mobile terminals 2 owned by the other players B and C. The battle game screen 400a shows a certain range of the battle game space around the player's character 401a. Similarly, the battle game screens 400b and 400c each show other characters. A certain range of the battle game space around the characters 401b and 401c is displayed. Your character 401a, another character 401b, another character 401c, enemy character 4 402a, 402b, and 402c are placed movably within the same battle game space. For example, the balance displayed on the battle game screen 400a changes in response to the movement of the player's character 401a. When the range of the battle game space is changed, the position of the enemy character 402a in the battle game space is changed. Depending on the position, the enemy character 402a may not be displayed on the battle game screen 400a, and another enemy character may be displayed. Characters may also be displayed.

[0045] Your character 401a, another character 401b, and another character 401c cooperate to fight When the so-called boss character is an enemy character, the enemy characters 402a, 402b, 402c is the same character. In this case, the enemy character (boss character) Position, HP, MP, etc. in the torgame space are shared between mobile terminals 2a, 2b, and 2c. On the other hand, the player's character 401a, other characters 401b, and other characters 401c are individually The enemy characters other than the boss character are enemy characters 402a, 402b, 402 c, these enemy characters 402a, 402b, and 402c are different In this case, the balance of the enemy character (enemy character other than the boss character) The position, HP, MP, etc. in the torgame space are not shared between the mobile terminals 2a, 2b, and 2c. stomach.

[0046] The battle game screens 400a, 400b, and 400c include gauges 403a, 403b, and The gauges 403a, 403b, and 403c are displayed. The skills activated by other characters 401b and 401c are used by enemy characters When a hit is made, the points corresponding to the skill are accumulated according to the accumulated points. The accumulated points are calculated by dividing the points by the player's own character 401a, other characters 401b, and other characters. The points are accumulated through the cooperation of the characters 401a and 401b. The gauges 403a, 403b, and 403c displayed in 400b and 400c are identical to each other. The gauges 403a, 403b, and 403c are also displayed when the accumulated points reach a predetermined value (e.g. For example, 10 points or more, the maximum length is reached. 03c is displayed on the battle game screens 400a, 400b, and 400c. Player A and other players B and C can see the points required to activate the special skill. This makes it possible to:

[0047] FIG. 4(b) shows battle game screens 410a, 410b, and 410c displayed on the mobile terminals 2a, 2b, and 2c. 10a, 410b, and 410c are diagrams showing examples of battle game screens 410a, 410b, and 410c. Each of the characters 411a, 411b, and 411c has a character of its own, a character of another, and a character of another. A certain range of the battle game space around each of the c is displayed. On each of the main screens 410a, 410b, and 410c, enemy characters 412a and 412b are displayed. , 412c is displayed.

[0048] In the battle game screens 410a, 410b, and 410c, Unlike 400b and 400c, the length of gauges 413a, 413b and 413c is maximum In this case, if the accumulated points reach a certain value (for example, 10 points), is displayed, and special skill activation buttons 414a, 414b, and 414c are displayed on the battle game screen. 410a, 410b, and 410c are displayed. Special skill activation buttons 414a and 414b , 414c is a button for activating a special skill, and the player A and other players Only one of the players B and C can select the special skill activation button. In this way, the special skill activation buttons 414a, 414b, and 414c are used by the player A and other players. The battle game screens 410a, 410b, and 410c of all the players in groups B and C will be displayed. This allows you to give everyone on your team the right to activate special skills.

[0049] FIG. 4(c) shows battle game screens 420a, 420b, and 420c displayed on the mobile terminals 2a, 2b, and 2c. 20a, 420b, and 420c are diagrams showing examples of battle game screens 420a, 420b, and 420c. In each of the battle game screens 410a, 410b, and 410c, the player's character A certain range around each of the other characters 421a, 421b, and 421c. The battle game space, enemy characters 422a, 422b, 422c, gauge 423a, 423b, 423c, and special skill activation buttons 424a, 424b, 424c, etc. are displayed. will be done.

[0050] On the battle game screen 420a, first, player A presses the special skill activation button. When option 424a is selected, battle game screens 420a, 420b, and 420c are displayed. You will be redirected to the attachment period screen.

[0051] FIG. 5(a) shows cooperation acceptance period screens 500a, 500b, and 500c displayed on the mobile terminals 2a, 2b, and 2c. 500a, 500b, and 500c are diagrams showing examples of cooperation reception period screens 500a, 500b, and 500c. Each of the groups 501a, 501b, and 501c contains a set of the user's own character and other characters. Also, the cooperation receiving terminal 2a owned by the player A who is the activating player is displayed. The cooperation waiting display image 502 indicating that the cooperation acceptance period is in progress is displayed on the cooperation period screen 500a. In addition, the mobile terminals 2b and 2c owned by the other players B and C who are cooperating players are shown. The cooperation reception period screens 500b and 500c include special skill activation buttons 503b and 503b. is displayed.

[0052] First, the special skill activation button 424a is selected by the player A, and then the cooperation During the specified period (for example, 5 seconds), cooperation acceptance period screens 500a, 500b, and 500c are displayed. Then, when the cooperation reception period (for example, 5 seconds) has elapsed, the cooperation reception period screen 5 is displayed. 00a, 500b, and 500c will transition to the special skill activation screen.

[0053] FIG. 5(b) shows a special skill activating screen 510a displayed on the mobile terminals 2a, 2b, and 2c. 510a, 510b, and 510c. 10c are the same screen. The player A who is the activating player has his own character 511a, his own character 511a A certain range of battle game space around the A character 512a, a gauge 513a, a special skill effect image 514a, etc. are displayed. On the special skill activation screens 510a, 510b, and 510c, the enemy character 512a is A special attack magic skill with greater attack power than the attack magic skill will be activated.

[0054] Special skill activation screens 510a, 510b, and 510c are available for cooperative play during the cooperation reception period. The other two players, B and C, select the special skill activation buttons 503b, 503b. This is the screen that appears when

[0055] 5(c) and (d) show other special skill activations displayed on the mobile terminals 2a, 2b, and 2c. 5 shows examples of screens 520a, 520b, 520c and 530a, 530b, 530c. Other special skill activation screens 520a, 520b, 520c and 530a, 530b, In 530c, just like the special skill activation screens 510a, 510b, and 510c, 521a, enemy character 522a, gauge 523a, special skill performance image 524a, In addition, the performance of the player's character 531a, the enemy character 532a, the gauge 533a, and the special skill Output image 534a is displayed.

[0056] Special skill activation screens 520a, 520b, and 520c are available for cooperative play during the cooperation reception period. Only one of the other players B and C who are the players in the game presses the special skill activation button 503b 503c is selected. The size of the image 524a is smaller than that of the image 514a. This is shorter than the display time of 14a.

[0057] Special skill activation screens 530a, 530b, and 530c are available for cooperative play during the cooperation reception period. Neither of the other players B and C presses the special skill activation buttons 503b and 503c. This is the screen that is displayed when no selection is made. The display time of the effect image 534a is smaller than that of the effect image 524a. is shorter than the display time.

[0058] In order to realize the above functions, the terminal storage unit 22 stores various tables as shown in FIG. Player table, other player table, cumulative points table, activation cooperation table, etc. The terminal storage unit 22 stores one or more types of battle game space data. The battle game space data includes data that defines the field in which each character can move. Data for drawing the characters, trees, rocks, structures (buildings, bridges, etc.), as well as other characters The information includes an image, a homepage, an MP, a position, etc. Also, as shown in FIG. The system includes a battle game execution unit 251, an accumulation unit 252, a cooperation unit 253, and an activation unit 254. These units are implemented by a program executed by a processor included in the device processing unit 25. Alternatively, each of these parts may be implemented as firmware. It may be implemented in server 3.

[0059] Below, the various tables shown in FIG. 6 and the details of each functional block of the terminal processing unit 25 shown in FIG. The following will explain the mobile terminal 2a of the player A, but the mobile terminal 2a of the other players The mobile terminals 2b and 2c of layers B and C also have the same functions as the mobile terminal 2a.

[0060] FIG. 6(a) shows the player's table. For characters, the player's ID, name, level, HP, MP, and position The image, occupation, attribute, possessed skills, possessed special moves, etc. are stored in association with each other. This is the position of the player's character within the game space.

[0061] FIG. 6(b) shows the other player table. The other player table contains the other players' For characters, the player ID, name, level, HP, MP, and rank of the other character The location, image, etc. are stored in association with each other.

[0062] FIG. 6(c) shows the cumulative points table. The cumulative points table includes: When a skill hits an enemy character, the accumulated points for that skill are The time at which the accumulated points were stored is stored in association with the accumulated points.

[0063] FIG. 6(d) shows the activation cooperation table. For the "Iya", the player ID of the player who activated it, the time, the player ID of the cooperating player, etc. The time is recorded when the special skill activation button is selected by the player. This is the time it was taken.

[0064] (Function of the battle game execution unit 251) The battle game execution unit 251 controls the start and execution of the battle game. When the battle game starts, the execution unit 251 refers to the player's table and The user's ID, name, level, HP, MP, etc. are extracted, and the extracted data is used as game control data. The game data is transmitted to the mobile terminals 2b and 2c of the other players via the terminal communication unit 21. The mobile game execution unit 251 executes the mobile game on the mobile terminal 2b of the other player B and the mobile terminal 2c of the other player C. The game control data of each of the other characters is received from the terminal via the terminal communication unit 21. Various data included in the received game control data is stored in the other player's table.

[0065] In addition, the battle game execution unit 251 executes the battle game space data stored in the terminal storage unit 22. Based on the data, the player's table and the other player's table, the player's character and the other character The enemy character is placed movably in the battle game space and the battle game begins. The battle game execution unit 251 draws a battle space within a certain range around the player's character. , and display data by superimposing a gauge according to the accumulated points stored in the accumulated point table. The battle game execution unit 251 creates the display data on the display unit 24 based on the created display data. The battle game screen will be displayed.

[0066] In addition, the battle game execution unit 251 executes the following when the player operates the operation unit 23: Based on the input instruction data, the player controls the actions and movements of the player's character. In addition, various data in the player's table is updated as the game progresses. The execution unit 251 refers to the player's own table to extract various data, and The data is transmitted as game control data to the mobile terminals 2b and 2c of the other players via the terminal communication unit 21. Transmit periodically.

[0067] In addition, the battle game execution unit 251 receives the information from the mobile terminals 2b and 2c of the other players B and C. The game control data of other characters is periodically received via the communication unit 21, and the received game control data is The various data included in the control data are stored in the other player table. 251 periodically refers to the player's own table and other player tables to determine the battle game The execution of the battle game is controlled by reflecting the information on the player's character and other characters in the game space. .

[0068] (Function of the accumulation unit 252) The accumulation unit 252 is a unit for accumulating skills such as attack magic by the player operating the operation unit 23. The activation of the skill is instructed, and the instructed skill hits the enemy character (associated with the enemy character) If the HP of the target is reduced successfully, refer to the cumulative points table and Extract the accumulated points and identify the points according to the skill that was activated. The unit 252 adds the specified points to the extracted cumulative points to obtain the next The latest cumulative points are calculated and the calculated cumulative points are displayed together with the current time. The accumulation unit 252 updates the accumulated points in the accumulated points table and stores the points. and sends an instruction to update the accumulated points including the accumulated points and the time. The accumulated point update instruction is sent to the mobile terminals 2 of the other players B and C via the terminal communication unit 21. b, send to 2c.

[0069] In addition, the accumulation unit 252 receives the game points from the mobile terminals 2b and 2c of the other players B and C via the terminal communication unit 21. When an instruction to update accumulated points is received via the The accumulated points and time are added to the accumulated points table as the next most recent accumulated points and time. Remember.

[0070] In addition, the accumulation unit 252 checks whether the accumulated points stored in the accumulated points table reach a predetermined value (1 The accumulation unit 252 determines whether the accumulated points are equal to or greater than a predetermined value (0 points). If the number is more than the above, an activation preparation instruction is generated and transmitted to other players via the terminal communication unit 21. The activation preparation instruction is transmitted to the mobile terminals 2b and 2c of the earphones B and C, and the cooperation unit 253 to hand over.

[0071] (Functions of Cooperation Department 253) The cooperation unit 253 receives an instruction to prepare for activation from the accumulation unit 252, or When the activation preparation command is received from the mobile terminals 2b and 2c of C via the terminal communication unit 21, A battle game screen in which a special skill activation button is superimposed on the game space is displayed on the display unit 24. First, the cooperation unit 253 draws a battle game space within a certain range around the player's own character. , the gauge and special skill activation button according to the accumulated points stored in the accumulated points table The cooperation unit 253 then creates display data by superimposing the image data. A battle game screen is displayed on the display unit 24 based on the above.

[0072] In addition, the cooperation unit 253, when the special skill activation button is selected by the player A, , the player ID of player A and the time when the special skill activation button was selected. The start command is transmitted to the mobile terminals 2b and 2c of the other players B and C via the terminal communication unit 21. When the cooperation unit 253 transmits the reception start instruction to the mobile terminals 2b and 2c, The layer ID is stored in the activation cooperation table as the activation player ID, and the special skill The time when the activation button is selected is stored in the activation cooperation table.

[0073] In addition, the cooperation unit 253 receives a reception start instruction from the mobile terminals 2b and 2c of the other players B and C. When the reception start command is received, the player ID of the other player included in the reception start command will be used as the activation player ID. and store the time included in the reception start instruction in the activation cooperation table. Store it in the folder.

[0074] In addition, the cooperation unit 253 transmits a reception start instruction to the mobile terminals 2b and 2c of the other players B and C. Alternatively, the other players B and C may receive the game from their mobile terminals 2b and 2c via the terminal communication unit 21. When the start instruction is received, the cooperation reception period screen is displayed on the display unit 24. When the instruction to start the game is transmitted to the mobile terminals 2b and 2c of the other players B and C, the player's own character and A table containing images of other characters and a cooperation waiting display image indicating that cooperation is currently being accepted. The cooperation unit 253 receives the information from the mobile terminals 2b and 2c of the other players B and C and creates the display data. When a start command is received, images of your character and other characters and special skills are activated. The cooperation unit 253 then creates display data including a button. Based on this, the cooperation acceptance period screen is displayed on the display unit 24 only for the cooperation acceptance period (for example, 5 seconds). In addition, the cooperation unit 253 may activate a special skill button included in the cooperation reception period screen when the cooperation reception The cooperation unit 253 may display the special skill activation button so that it moves during the activation period. The moving speed and / or moving direction of the object may be changed randomly at any timing. This adds a shooting game element, making the game more interesting. .

[0075] In addition, the cooperation unit 253 displays a cooperation reception period screen including a special skill activation button. If player A selects the special skill activation button during the cooperation acceptance period, The player ID of player A is stored as a cooperating player by referring to the power table. Then, a cooperation instruction is transmitted to the mobile terminals 2b and 2c of the other players B and C via the terminal communication unit 21. During the cooperation acceptance period, player A can press the special skill activation button in a predetermined You can select up to the maximum number of times.

[0076] In addition, the cooperation unit 253 determines whether or not a special skill activation button included in the cooperation reception period screen is an activation preselection. The cooperation acceptance period may be extended each time a player other than the player is selected. For example, the cooperation unit 253 may be configured to activate a special skill by pressing a special skill activation button included in the cooperation reception period screen. From the time selected by any of the other cooperating players, the player will be unable to accept cooperation for another 5 seconds. This will allow people to decide whether or not to cooperate within the cooperation acceptance period alone. It is possible to give a grace period to a cooperative player who cannot do so. Depending on the timing of other players' special skill activation buttons, the special skill activation button The possibility of selecting a tank changes, requiring each cooperating player to adopt a strategy. This can provide new opportunities for communication between players.

[0077] Furthermore, the cooperation unit 253 receives cooperation from the mobile terminals 2b and 2c of the other players B and C during the cooperation reception period. When a cooperation instruction is received from the player via the terminal communication unit 21, the player who sent the cooperation instruction The player ID is stored in the activation cooperation table as the cooperating player ID. During the cooperation acceptance period, select the special skill activation button up to the predetermined maximum number of times. In this case, the cooperation unit 253 can use the player IDs of the other players B and C as the cooperation IDs. The selected number of players is stored in the activation cooperation table as the power player ID. To increase the effect of the skill, each cooperating player can activate a special skill during the cooperation acceptance period. This requires operations such as repeatedly tapping the buttons, which makes the game feel more realistic. In this case, the time when the special skill activation button was selected is stored for each other player. In each ear, the shorter the interval between the stored selection times and / or the shorter the time between the stored selection times. The closer the timing is to each of the multiple pre-determined selection timings, the greater the effect of the special skill. This allows for a battle game with added fun of a timing game. can be provided.

[0078] (Function of the trigger 254) The activation unit 254 activates the cooperation acceptance period when the cooperation acceptance period has elapsed or when all of the cooperating players have If the ID is stored as a cooperating player ID in the activation cooperation table, The effect of the special skill is changed according to the number of memorized cooperative player IDs, and the changed special The skill is activated. The activation unit 254 of the mobile terminal 2 of the activating player receives the cooperation During the period, if a special skill activation button appears on the mobile device 2 of a player other than the activation player, Display data for displaying the immediately preceding selected battle game image is transmitted. In addition, the characters of the invoking player, A certain range of battle game space around the character, the certain range of battle game space A special skill activation screen including the enemy character 512a present within is displayed. When the special skill is activated, the cumulative points stored in the cumulative points table are increased. Resets to the initial value (0 (zero)).

[0079] The cooperation unit 253 starts storing the accumulated points in the accumulated points table. The difference between the time and the time included in the reception start instruction is calculated as the arrival period. The effect of the special skill may be changed depending on the

[0080] For example, the shorter the reaching period, the longer the special period, so that each player's skill The higher the activation frequency, the greater the effect of the special skill. This allows players to be rewarded for their active use of the game. It can encourage increased activity.

[0081] In this case, the cooperation unit 253 may display the cooperation acceptance period screen according to the arrival period. The display mode, such as the size of the special skill activation button, may be changed. For example, 53: The shorter the time it takes to reach the goal, the larger the special skill activation button included in the cooperation acceptance period screen will be. This will prevent mistakes such as selecting the special skill activation button. do.

[0082] In addition, in a display mode where the special skill activation button is displayed as moving, The force unit 253 may change the speed of the movement of the movement skill activation button depending on the arrival time. For example, the cooperation unit 253 may increase the number of special skills included in the cooperation reception period screen as the arrival period becomes shorter. By slowing down the movement speed of the special skill activation button, it is easier to select the special skill activation button. do.

[0083] The start time of the accumulation of points in the cumulative points table is the time when the battle game begins. The start time of the battle game is determined by the game execution unit 251 or the activation unit 254. The time when the special skill is activated and the battle game screen is redisplayed, whichever is later. When the special skill is activated multiple times by the activation unit 254, This is the latest of the times when the other skill was activated.

[0084] During the cooperation reception period, the cooperation unit 253 displays the cooperation information of each cooperating player on the cooperation reception period screen. The time when the special skill activation button was selected is stored, and the time between the selections of each cooperative player is recorded. The shorter the time, the greater the effect of the special skill. When there are three or more players, the shorter the average time difference between the selection times of each cooperating player, the greater the effect of the special skill. This increases the effect of special skill, so that the closer the timing of cooperation between cooperating players is, the more likely it is that special skill will be obtained. The effect of each move has been increased, and the timing game has been made more interesting. In addition, each of the multiple cooperative players can provide a predetermined When the special skill activation button is selected in turn (for example, In order of decreasing level, the cooperation unit 253 may increase the effect of the special skill. This gives each player a sense of exhilaration like combo cooperative play, and each cooperative play This will make it possible to increase Ya's motivation to select the special skill activation button.

[0085] FIG. 7 is a diagram showing an example of an operation sequence of the game system 1. The process mainly operates the device processing unit 25 based on a program stored in advance in the device storage unit 22. It is executed in cooperation with each element of

[0086] The operation sequence of the game system 1 shown in FIG. 7 will be described below.

[0087] First, the accumulation unit 252 of the mobile terminal 2a of the player A sends the battle game execution unit 251 Therefore, while the battle game is being executed, the accumulation process is periodically executed (step S10 1). Details of the battle execution process will be described later. The accumulation process is also performed in the accumulation unit 252 of the mobile terminal 2c of the other player C. It is executed periodically.

[0088] Next, the accumulation unit 252 of the mobile terminal 2a updates the accumulated points generated by the accumulation process. The instruction or activation preparation instruction is transmitted to the mobile terminal 2b of the other player B via the terminal communication unit 21. (Step S102). The accumulation unit 252 of the mobile terminal 2a updates the accumulated points. The instruction or activation preparation instruction is transmitted to the mobile terminal 2c of the other player C via the terminal communication unit 21. (Step S103). The accumulation unit 252 of the mobile terminal 2a sends the instruction to prepare for activation to the mobile terminal 2a. When transmitting the command to the terminals 2b and 2c, the command to prepare for activation is passed to the cooperation unit 253. The accumulation unit 252 of the mobile terminal 2b of the player B and the accumulation unit 252 of the mobile terminal 2c of the other player C In this case, the cumulative point update instruction generated by the accumulation process is also used each time the accumulation process is executed. The mobile terminal 20 transmits a notification or an instruction to prepare for activation to another mobile terminal via the terminal communication unit 21.

[0089] Next, the cooperation unit 253 of the mobile terminal 2a receives an instruction to prepare for activation from the accumulation unit 252 of the mobile terminal 2a. When the player receives the special skill activation button, the battle game screen with the special skill activation button superimposed on it is displayed on the display of the mobile terminal 2a. At the same time, the cooperation unit 253 of the mobile terminal 2b displays the message on the display unit 24 (step S104). When the activation preparation instruction is received from the mobile terminal 2a via the terminal communication unit 21, the special skill activation button The battle game screen on which the game is superimposed is displayed on the display unit 24 of the mobile terminal 2b (step S1 05). At the same time, the cooperation unit 253 of the mobile terminal 2c receives the data from the mobile terminal 2a and the terminal communication unit 2 When the activation preparation command is received via 1, the special skill activation button is superimposed on the battle game The screen is displayed on the display unit 24 of the mobile terminal 2c (step S106).

[0090] Next, the player A selects the special skill activation button displayed on the display unit 24 of the mobile terminal 2a. When the button is selected (step S107), the cooperation unit 253 of the mobile terminal 2a starts accepting The instruction is transmitted to the mobile terminal 2b via the terminal communication unit 21 (step S108). The cooperation unit 253 of the mobile terminal 2a sends the reception start instruction to the mobile terminal 2a via the terminal communication unit 21. c (step S109). When the special skill activation button displayed on the display unit 24 of the mobile terminal 2b or 2c is selected Similarly, the special skill activation button is also activated on the mobile device 2 of the player other than the other player who selected the special skill activation button. An instruction to start reception is sent.

[0091] Next, the cooperation unit 253 of the mobile terminal 2a sends a reception start instruction to the mobile terminals 2b and 2c. In this case, please carry a cooperation reception period screen including a cooperation waiting display image indicating that cooperation reception is currently in progress. The display unit 24 of the terminal 2a displays the message (step S110). 253 receives a reception start instruction from the mobile terminal 2a via the terminal communication unit 21. Then, a cooperation acceptance period screen including a special skill activation button is displayed on the display unit 24 of the mobile terminal 2b. At the same time, the cooperation unit 253 of the mobile terminal 2c starts accepting the request (step S111). When the reception start instruction is received from the mobile terminal 2a via the terminal communication unit 21, the special skill A cooperation acceptance period screen including an activation button is displayed on the display unit 24 of the mobile terminal 2c (step S 112).

[0092] Next, the cooperation unit 253 of the mobile terminal 2b displays a cooperation acceptance period screen including a special skill activation button. If is displayed, player B must select the special skill activation button during the cooperation acceptance period. Then, the player ID of player B is stored in the activation cooperation table as a cooperative player. At the same time, a cooperation instruction is sent to the mobile terminal 2a via the terminal communication unit 21 (step S11 3). In addition, the cooperation unit 253 of the mobile terminal 2c is configured to display a cooperation acceptance period including a special skill activation button. If the screen is displayed, during the cooperation acceptance period, player C presses the special skill activation button. When selected, player C's player ID is stored as a cooperating player in the activation cooperation table. At the same time, the cooperation instruction is transmitted to the mobile terminal 2a via the terminal communication unit 21 (step S 114).

[0093] Next, the cooperation unit 253 of the mobile terminal 2a displays a cooperation reception period screen including a cooperation waiting display image. If this is indicated, during the cooperation acceptance period, other players B and C's mobile terminals 2b and 2c will When a cooperation instruction is received via the communication unit 21, the cooperation instruction is issued by referring to the activated cooperation table. The player ID of the player who sent the message is stored as the cooperating player ID (step S115 ).

[0094] Next, the activation unit 254 of the mobile terminal 2a activates the cooperation if the cooperation acceptance period has elapsed or if the cooperation is not activated. In the table, the player IDs of all players other than the triggering player are listed as cooperating player IDs. If it is stored, a special stage will be performed according to the number of cooperating player IDs stored in the activation cooperation table. The kill effect is changed, and the changed special skill is activated (step S116). When the cooperation acceptance period has elapsed or when the cooperation table is The player IDs of all players other than the player who initiated the action are stored as cooperating player IDs. If this is done, the number of special skills will be increased according to the number of cooperating player IDs stored in the activation cooperation table. The effect is changed and the changed special skill is activated (step S117). When the cooperation acceptance period has elapsed or when the cooperation table is The player IDs of all players other than the player who initiated the action are stored as cooperating player IDs. If this is done, the number of special skills will be increased according to the number of cooperating player IDs stored in the activation cooperation table. The effect is changed, and the changed special skill is activated (step S118).

[0095] 8 is a diagram showing an example of the operation flow of the accumulation process by the accumulation unit 252. The accumulation process is executed in step S101 of FIG.

[0096] First, the accumulation unit 252 is activated by the player operating the operation unit 23. The skill hits the enemy character (which can reduce the HP associated with the enemy character). It is determined whether the transfer was successful (step S201).

[0097] Next, when it is determined that the activated skill has hit the enemy character, the accumulation unit 252 If so (step S201-Yes), points are accumulated according to the activated skill. The accumulation unit 252 also stores the points of the activated skill. If it is determined that the character was not hit (step S201-No), the The process proceeds to step S204.

[0098] Next, the accumulation unit 252 generates an accumulated point update instruction including the stored accumulated points and the time. is generated (step S203).

[0099] Next, the accumulation unit 252 receives accumulated points from the mobile terminals of the other players via the terminal communication unit 21. The accumulator 252 determines whether or not a program update instruction has been received (step S204). If it is determined that the cumulative point update instruction has been received from the mobile terminal of the layer (step S 204-Yes), and stores the received cumulative points and time (step S205). In addition, the accumulation unit 252 receives an instruction to update the accumulated points from the portable terminal of another player. If it is determined that there is no such information (step S204-No), the process proceeds to step S206 described later. Go ahead.

[0100] Next, the accumulation unit 252 checks whether the accumulated points stored in the accumulated points table reach a predetermined value (1 0 points) or more (step S206).

[0101] Next, the accumulation unit 252 determines that the accumulated points are equal to or greater than a predetermined value (10 points). If so (step S206-Yes), an activation preparation instruction is generated (step S207). The series of steps ends. In addition, the accumulation unit 252 ) or more (step S206-No), the process returns to step S201. return.

[0102] As described above, in the game system 1 of this embodiment, the player A Therefore, when the special skill activation button is selected, the special skill accepted from other players B and C will be activated. You can activate a special skill with an effect that depends on the number of times you press the kill activation button. Therefore, the game system 1 in this embodiment can specially recognize the will of other players to cooperate or agree. This can affect the effects of skills, making the battle game more interesting. become.

[0103] In the game system 1 according to the present embodiment, a specific one of the plurality of mobile terminals 2 The mobile terminal 2 functioning as the host may be used. is referred to as a host terminal, and the mobile terminals other than the host terminal are referred to as client terminals. The host terminal manages the accumulated points table and the activated cooperation table, and the client terminal The client terminal does not store the cumulative point table and the activation cooperation table. The latter does not have an accumulation unit 252, and each time an activated skill hits an enemy character, the corresponding The points according to the skill are transmitted to the host terminal. The host terminal stores the accumulated points received from the ant terminal. The accumulated points stored in the accumulated points table are periodically transmitted to the client terminal. The cooperation unit 253 of the client terminal receives the accumulated points from the host terminal and calculates the gauge corresponding to the accumulated points. In addition, the cooperation unit 253 of the client terminal creates display data including the special skill issuing When the operation button is selected, a reception start instruction is sent only to the host terminal. The reception start instruction is sent to all clients. The initiation unit 254 of the host terminal transmits the cooperation instruction only to the host terminal. If the time has passed, or if the player IDs of all the cooperating players are issued as the cooperating player IDs, If stored in the activation cooperation table, the number of cooperating player IDs stored in the activation cooperation table , and immediately after the special skill activation button is selected on the mobile terminal 2 of the activation player. Sends display data for displaying the previous battle game image to all client devices. The activation unit 254 of the client terminal receives the number of cooperating player IDs and the battle game ID. The special skill activation screen is displayed based on the display data for displaying the game image. In this way, by making a plurality of mobile terminals 2 function as host terminals and client terminals, This makes it possible to prevent data loss or inconsistency between mobile terminals. The terminal not only stores the cumulative point table and the activation cooperation table, but also all information related to the game progress. The host terminal may also manage the table and the battle game space data. The server device has the above functions, and the mobile terminal 2 communicates with the server device and performs the data transfer of various tables. The data and battle game space data are received, and are generated or changed according to the progress of the game. The obtained data may be transmitted to a server device to progress the game.

[0104] In this embodiment, skill input is performed based on a position designation within a specific area on the display screen. A force indication may be accepted.

[0105] Hereinafter, a pointing device such as a touch panel will be used as the operation unit 23 of the mobile terminal 2. This section explains the input instruction process for the selected skill.

[0106] Figure 9 shows an example of a skill input instruction based on a position designation within a specific area on the display screen. Hereinafter, for convenience, the player operating the mobile terminal 2 will be referred to as the "self-player". However, the same processing is performed on the mobile terminals 2 operated by the other players.

[0107] FIG. 9(a) is a diagram showing an example of a battle game screen 900 displayed on the mobile terminal 2. .

[0108] The battle game screen 900 displays a player character 901 and a certain number of characters around the player character 901. a battle game space within a certain range, an enemy character 9 existing within the battle game space within the certain range, 02, gauge 903, etc. are displayed.

[0109] The player uses his / her finger or the like to move a part of the battle game screen 900 of the mobile terminal 2. When a point is tapped, a point on the battle game screen 900 designated by the tapping operation is displayed. is identified as the designated position 904. The designated position 904 is an example of a first position.

[0110] FIG. 9(b) is a diagram showing an example of the battle game screen 910 after the tap operation.

[0111] The battle game screen 910, like the battle game screen 900 in FIG. 9(a), The player's character 911, a certain range of the battle game space around the player's character 911, Enemy characters 912, gauges 913, etc. present within a fixed range of the battle game space are displayed. On the battle game screen 910, a guide figure A based on a specified position 914 is displayed at a predetermined time. The designated position 914 is displayed for a limited time (for example, 3 seconds). This is the same position as the designated position 904 .

[0112] FIG. 10(a) is a schematic diagram for explaining an example of the guide figure A. As shown in FIG.

[0113] The guide figure A is a circular figure A1 that defines a circular area B1 centered on the specified position, and the specified position is A first line figure A2 located on the first straight line passing through the specified position, and a second line figure A3 located on the second straight line passing through the specified position. The first straight line is formed by a second line graphic A3 that is centered on the specified position and extends along a predetermined axis C The second straight line is a line that has a specified position as a center and forms a second angle with a predetermined axis. Angle A4 is the angle between the first and second lines with the specified position as the vertex. degrees (the difference angle between the first angle and the second angle). Angle A4 is an example of a predetermined angle.

[0114] The battle game screen 900 includes a circle A1, a first line A2, and a second line A3. The first angle area is divided into a circular area B1, a first angle area B2, and a second angle area B3. B2 is an area having an angle A4, and the second angle area B3 is a circle area B1 and a first angle area B2. This is an area other than B2.

[0115] FIG. 10(b) shows a part of the battle game screen 1000 that is tapped while the guide figure A is displayed. FIG.

[0116] The battle game screen 1000 displays the same information as the battle game screen 910 in FIG. , the player's character 1001, a certain range of the battle game space around the player's character 1001, Enemy characters 1002, gauges 1003, and Guide figure A is displayed.

[0117] The guide figure A defines the battle game screen 1000 as a circular area B1, a first angle area B2, and a second angle area B3. , and the second angle region B3, and the circular region B1, the first angle region B2, and the second angle region B3 are Each of these areas corresponds to a different action input instruction. For example, the circular area B1 has The first angle area B1 is associated with an input instruction for attacking, and the second angle area B2 is associated with an input instruction for activating a skill. The second angle area B1 is associated with an input instruction for defense, and the second angle area B2 is associated with an input instruction for defense.

[0118] When the guide figure A is displayed, the player can move the circle area B1, the first angle area B2, When a tap operation is performed on either the first angle area B1 or the second angle area B2, the An action associated with an area including a specified position 1004 on the mobile game screen 1000 is input. In Figure 10(b), the specified position is Since 1004 is included in the first angle region B2, the skill associated with the first angle region B2 The designated position 1004 is an example of the second position. 9(a)) and a second position (designated position 101 in FIG. 10(b)). 004, etc.) to input the activation of skills, making it intuitive and simple. Skills can be activated with a simple operation.

[0119] FIG. 11 shows an example of a schematic configuration of a mobile terminal 20 that performs a skill input instruction based on a position specification. 11, the same components as those of the mobile terminal 2 shown in FIG. The explanation for these is omitted.

[0120] The mobile terminal 20 includes a terminal communication unit 21, a terminal storage unit 22, an operation unit 23, and a display unit 24. The terminal processing unit 25 includes at least a battle game execution unit 25 1, an accumulation unit 252, a cooperation unit 253, a trigger unit 254, and an input processing unit 255. The function of the force processing unit 255 will be described. 2. The cooperation unit 253 and the activation unit 254 are the same as those shown in FIG. 3, so detailed description will be omitted. Abbreviated.

[0121] The input processing unit 255 is an operation unit 2 that is configured with a pointing device such as a touch panel. 3 is tapped by the player, and the battle game image specified by the tapping operation is displayed. A specified location on the surface is identified, and an action based on the identified specified location is performed.

[0122] FIG. 12 is a diagram showing an example of the operational flow of input instruction processing by the input processing unit 255.

[0123] First, the input processing unit 255 receives a tap operation on the operation unit 23 from the player. Next, the input processing unit 100 identifies the designated position on the battle game screen (step S301). 255 determines whether or not a guide figure is displayed on the battle game screen ( Step S302).

[0124] Next, if it is determined that the guide figure is not displayed (step Step S302-No), select an attack as your character's action, and execute the attack ( Step S303), and proceed to step S308.

[0125] Furthermore, if it is determined that a guide figure is being displayed, the input processing unit 255 Step S302: Yes (YES) Whether the designated position identified in step S301 is included in the circular area It is determined whether or not the

[0126] Next, if it is determined that the designated position is included in the circular area (step S304-Yes), the process proceeds to step S303. If it is determined that the fixed position is not included in the circular area (step S304-No), step S It is determined whether the specified position identified in 301 is included in the first angle region (step S30 5).

[0127] Next, if it is determined that the designated position is included in the first angle region ( Step S305-Yes), select the skill activation as your character's action, The skill is activated (step S306), and the process proceeds to step S308. If it is determined that the designated position is not included in the first angle region (step S30), the processing unit 255 5-No), select Defense as your character's action, and execute Defense (Step S307), the process proceeds to step S308.

[0128] Next, if a guide figure is displayed, the input processing unit 255 erases the guide figure. Then, the input processing unit 255 performs the following operation based on the designated position identified in step S301. Create a new guide shape and display it on the battle game screen (step Step S308) to end the series of steps.

[0129] As described above, in the game system 1 of this embodiment, the player Easily prompt for multiple next actions based on previous taps This allows the player to feel the action without checking the user interface for inputting operations. This allows for more direct input, improving the operability of battle games. become.

[0130] In addition, the circular area B1 centered on the specified position is used to display attacks and other actions that require continuous operation (rapid taps). By associating actions with the guide shapes, you can perform continuous operations while displaying the guide shapes. It is possible to improve the operability of the battle game. The number of angular regions to be covered may be greater than this.

[0131] FIG. 13 is a schematic diagram for explaining another example of the guide figure A. In FIG.

[0132] The guide figure A is a circular figure A1 that defines a circular area B1 centered on the specified position, and the specified position is The first line figure A2 is located on the first straight line passing through the specified position, and the second line figure A3 is located on the second straight line passing through the specified position. The second line figure A3, the third line figure A4 located on the third straight line passing through the specified position, and the specified The fourth line A5 is located on the fourth line passing through the position. The screen shows a circle A1, a first line A2, a second line A3, a third line A4, and The fourth line figure A5 defines a circular area B1, a first angle area B2, a second angle area B3, a third angle area B4, a fourth angle area B5, a fifth angle area B6, a sixth angle area B7, a sixth angle area B8, a sixth angle area B9, a sixth angle area B10, a sixth angle area B11, a sixth angle area B12, a sixth angle area B13, a sixth angle area B14, a sixth angle area B15, a sixth angle area B16, a sixth The first angular region B2 is divided into an angle A6 and a fourth angular region B4. The second angular region B3 is a region having an angle A7, and the third angular region B4 is a region having an angle A 8, and the fourth angle region B5 is a region having the circular region B1, the first angle region B2, the second angle region B3, The area other than the area B3 and the third angle area B4. By doing so, even if the number of actions associated with the angle region increases, the angle region can be This can be increased as needed, improving the operability of battle games. .

[0133] The input processing unit 255 adjusts the angle A6 to A8 depending on the state of the player's character. For example, the input processing unit 255 may change the size of the input for skill activation in the angle area B2. When a force instruction is associated, the greater the amount of MP of the player character, the greater the angle A6. As a result, the less MP there is, the smaller the angle area B2 becomes, and the more MP is consumed. This makes it possible to prevent the skill from being accidentally activated. If the input command for defense is assigned to 3, the player character's HP is low. The angle A7 is increased accordingly. As a result, the angle area B3 is increased accordingly. Therefore, when HP is low, it encourages you to choose defense to reduce the loss of HP from the opponent's attacks. At the same time, it will be possible to prevent erroneous input of actions other than defense.

[0134] The input processing unit 255 changes the size of each area according to the operation history of the player. For example, the circular area B1 may be associated with an input instruction for an attack that requires continuous operation (repeated taps). If the number of consecutive hits in the last three seconds exceeds a predetermined number, the input processing unit 255 In this way, the circular area B1 is enlarged to prevent the player from accidentally inputting repeated strokes. This becomes possible.

[0135] The input processing unit 255 determines whether the actions to be associated with each area of ​​the guide figure A are: In the case of a hierarchical data structure such as a tree structure, the input instruction process is performed using guide figures in stages. The input instruction process using the guide figure in stages will be described below.

[0136] FIG. 14(a) is a diagram illustrating an example of a plurality of actions having a hierarchical data structure. For example, in the upper hierarchy, actions are classified into skills, attacks, defenses, etc. Major classification items are set. Next, as a middle level, skills are classified into offensive, defensive, etc. Then, as a lower level, for example, attack skills are classified as fire attribute skills. Subcategories are set for skills, water attribute skills, etc. Each subcategory item in the lower hierarchy is , is the action that is the target of the input instruction.

[0137] FIG. 14(b) is a diagram illustrating an example of input instruction processing using guide figures in stages. The guide figure A is a circular area that is centered on the first specified position on the battle game screen. The angle range is divided into a first angle range B1, a second angle range B2, a third angle range B3, and a fourth angle range B4. For example, the first angle area B2 is associated with "skills" among the major classification items in the upper hierarchy, and the second angle area B3 is associated with "skills" among the major classification items in the upper hierarchy. The second angle area B3 is associated with "attack" among the major classification items in the upper hierarchy.

[0138] The player taps the first angle area B2 while the guide figure A is displayed. The guide figure A-1 will be displayed when you view the battle game screen for the second time. A circular area B1-1, a first angle area B2-1, and a second angle area B3-1 are centered on the specified position. , and the third angle region B4-1. For example, the first angle region B2-1 is the middle layer The second angle area B3-1 corresponds to the "attack" category of the middle classification items. It is associated with the "defense" category of classification items.

[0139] The player taps the first angle area B2-1 while the guide figure A-1 is displayed. When you operate the game, the guide figure A-2 will appear. The guide figure A-2 will , the third specified position is the center of the circular area B1-2, the first angle area B2-2, the second angle area For example, the first angle region B2-2 is divided into the following: The second angle area B3-2 corresponds to the "fire attribute skill" in the hierarchy. It corresponds to the "Water Attribute Skills" item in the hierarchy.

[0140] The player taps the first angle area B2-2 while the guide figure A-2 is displayed. When operated, a "fire attribute skill" is activated.

[0141] In this way, by using the input instruction process that uses guide figures in stages, it is possible to It is now possible to easily select items with a data structure by simply tapping. The input instruction process using the id figure in stages is not limited to the input instruction of the action. For example, it can be used to select a hierarchical menu. In addition to fields, any field can be selected as long as it has a hierarchical data structure. It can also be used in

[0142] Those skilled in the art will appreciate that various changes, substitutions, and alterations may be made without departing from the spirit and scope of the present invention. It should be understood that additions to this are possible. [Explanation of symbols]

[0143] 1. Game System 2, 20 Mobile devices 21 Terminal communication unit 22 Terminal memory section 23 Control section 24 Display section 25, 250 Terminal processing section 251 Battle Game Execution Department 252 Accumulation Division 253 Cooperation Department 254 Movement Unit 255 Input Processing Unit

Claims

1. A computer having a display screen and providing a game in which a player's character performs actions. A computer, connected to a first area based on a first position on the display screen designated by a player. a second area formed by two straight lines having a predetermined angle is displayed on the display screen; 1 means, and when a second position on the display screen designated by a player is within the second area, second means for receiving a second input instruction relating to a second action of the player's character; , a game program that functions as a

2. The second means, when the second position is within the first area, and receiving a first input instruction relating to a first action different from the second action of the data. The game program according to claim 1 .

3. When the second position is outside the first area and outside the second area, the second means a third action different from the first action and the second action of the player's character; The game program according to claim 2 , further comprising: a third input instruction regarding the action.

4. A computer having a display screen and providing a game in which a player's character performs actions. A computer, connected to a first area based on a first position on the display screen designated by a player. a first means for dividing the display screen into a plurality of regions by at least two straight lines; and a second position on the display screen designated by the player is a second position among the plurality of areas; If the character is within the area, a second input instruction regarding a second action of the character is accepted. A game program that functions as a second means.

5. The second means is configured to detect a third region where the second position is different from the second region of the plurality of regions. If the area is a region, a third action different from the second action of the character of the player is performed. The game program according to claim 4, further comprising: a third input instruction relating to the game action.

6. The second means, when the second position is within the first area, a first action different from the second action and the third action of the data; The game program according to claim 5, wherein an input instruction is accepted.

7. 7. The method according to claim 1, wherein the first region is a region including the first position. Game program.

8. 7. The method according to claim 1, wherein the first region is a circular region having the first position as a center. A game program according to claim 1.

9. 9. The display device according to claim 1, wherein one of the straight lines extends along an edge of the display screen. The game program according to any one of the preceding claims.

10. A game having a display screen and providing a game in which a player's character performs actions.

1. A system processing system comprising: connected to a first area based on a first position on the display screen designated by a player. a second area formed by two straight lines having a predetermined angle is displayed on the display screen; 1 means, and when a second position on the display screen designated by a player is within the second area, second means for receiving a second input instruction relating to a second action of the player's character; A game processing system comprising:

11. A game having a display screen and providing a game in which a player's character performs actions. The system processing connected to a first area based on a first position on the display screen designated by a player. A screen for displaying a second area formed by two straight lines having a predetermined angle on the display screen. Tep and when a second position on the display screen designated by a player is within the second area, receiving a second input instruction relating to a second action of the player's character; and a game processing method including:

12. A concession having a display screen and providing a game in which a player's character performs actions 1. A processing system comprising: connected to a first area based on a first position on the display screen designated by a player. a first means for dividing the display screen into a plurality of regions by at least two straight lines; and a second position on the display screen designated by the player is a second position among the plurality of areas; If the character is within the area, a second input instruction regarding a second action of the character is accepted. A game processing system comprising a second means.

13. A concession having a display screen and providing a game in which a player's character performs actions The processing system connected to a first area based on a first position on the display screen designated by a player. Dividing the display screen into a plurality of regions by at least two straight lines; a second position on the display screen designated by the player is a second position among the plurality of areas; If the character is within the area, a second input instruction regarding a second action of the character is accepted. A game processing method including the steps of:

Citation Information

Patent Citations

  • Program, method, and server device

    JP2014233637A