Information processing program, information processing method, and information processing device
The information processing program facilitates smooth transitions between game styles by requiring players to meet conditions before switching, enabling full utilization of multiple styles and improving gameplay.
Patent Information
- Application Number
- JP2024097015
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-14
- Publication Date
- 2025-12-25
AI Technical Summary
Players in games are often limited to using a single style of battle or forced to switch between styles without the ability to fully utilize multiple available styles.
An information processing program that allows players to switch styles while satisfying predetermined conditions, causing the character to exhibit performance according to the previous style before the switch, ensuring smooth transitions between styles.
Enables players to play in each of a plurality of different styles, enhancing gameplay experience by allowing for seamless transitions and encouraging focus on each style.
Smart Images

Figure 2025187902000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing program, an information processing method, and an information processing device. [Background technology]
[0002] There are known games in which a player can select a style from a plurality of styles for a character to play in. For example, Patent Document 1 describes a technique for switching the character's style by switching the character controlled by the player in battle. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-291426 Summary of the Invention [Problem to be solved by the invention]
[0004] In previous games, players were often forced to use only a specific style of battle, or to switch between styles. As a result, even though there were multiple styles available, it was sometimes impossible for players to use each style of battle.
[0005] An object of the present disclosure is to provide an information processing program, an information processing method, and an information processing device that enable a player to play in each of a plurality of different styles. [Means for solving the problem]
[0006] The information processing program of the first aspect is a game in which the performance of a character controlled by a player can be changed according to a style selected from a plurality of styles, and when the style applied to the character is switched from a first style, which is the current style, to a second style, which is another style, while satisfying predetermined conditions, the information processing program causes the character to exhibit the performance according to the first style before the switch.
[0007] The information processing program of the second aspect is the information processing program of the first aspect, in which the performance corresponding to the first style that is exhibited when the current style is the first style is at least partially different from the performance corresponding to the first style before switching that is exhibited after switching from the current style to the second style.
[0008] An information processing program of a third aspect is the information processing program of the first or second aspect, wherein the performance is determined for each of the plurality of styles according to the characteristics of each style.
[0009] An information processing program of a fourth aspect is an information processing program of any one of the first to third aspects, in which a parameter value is changed in accordance with a predetermined action of the character, and the predetermined condition is a condition in accordance with the parameter value.
[0010] The information processing program of the fifth aspect is the information processing program of the fourth aspect, in which, when the parameter value reaches a predetermined value, the character's state is transitioned to a standby state in which the character is waiting to demonstrate the performance, and the predetermined condition is that the character is in the standby state.
[0011] An information processing program according to a sixth aspect is the information processing program according to the fourth aspect, wherein the predetermined behavior is determined for each of the plurality of styles in accordance with characteristics of each style.
[0012] The information processing program of the seventh aspect is an information processing program of any one of the first to sixth aspects, in which the performance is not exhibited when the first style is switched to the second style without satisfying the specified condition.
[0013] An information processing program of an eighth aspect is an information processing program of any one of the first to seventh aspects, wherein the performance is only effective for the second style immediately after switching, and further, when switching is made to a third style which is a style different from the second style among the plurality of styles, the performance is terminated.
[0014] The ninth aspect of the information processing method is a game in which the performance of a character controlled by a player can be changed according to a style selected from a plurality of styles, in which when the style applied to the character is switched from a first style, which is the current style, to a second style, which is another style, while satisfying predetermined conditions, the character exhibits the performance according to the first style before the switch.
[0015] An information processing device of a tenth aspect includes a processor, and in a game in which the performance of a character controlled by a player can be changed according to a style selected from a plurality of styles, when the style applied to the character is switched from a first style, which is the current style, to a second style, which is another style, while satisfying predetermined conditions, the processor causes the character to exhibit the performance according to the first style before the switch. [Effects of the Invention]
[0016] According to the present disclosure, a player can play in each of a plurality of different styles. [Brief explanation of the drawings]
[0017] [Figure 1] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. [Figure 2] FIG. 10 is a diagram illustrating switching of styles applied to a character. [Figure 3] FIG. 2 is a block diagram illustrating an example of a functional configuration of an information processing device. [Figure 4] FIG. 10 is a diagram for explaining performance exhibited by switching styles. [Figure 5] 10 is a flowchart illustrating an example of a performance demonstrating process executed by an information processing device. DETAILED DESCRIPTION OF THE INVENTION
[0018] Hereinafter, examples of embodiments for carrying out the technology of the present disclosure will be described in detail with reference to the drawings.
[0019] Hereinafter, examples of embodiments for carrying out the technology of the present disclosure will be described in detail with reference to the drawings.
[0020] First, the hardware configuration of an information processing device 10 according to this embodiment will be described with reference to Fig. 1. The information processing device 10 is, for example, a home game console, a portable game console, an arcade game console, a smartphone, a tablet terminal, a personal computer, etc. In this embodiment, as an example, a home game console will be described as the information processing device 10. The information processing device 10 is an example of a computer.
[0021] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, an external I / F (Interface) 15, a communication I / F 16, and an input I / F 17. The CPU 11, the ROM 12, the RAM 13, the storage 14, the external I / F 15, the communication I / F 16, and the input I / F 17 are connected to each other via a bus 20 so as to be able to communicate with each other.
[0022] The CPU 11 is a central processing unit that executes various programs and controls each part. The CPU 11 is an example of a processor. The ROM 12 stores various programs and various data. The RAM 13 temporarily stores programs or data as a working area. The storage 14 is composed of a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and various data.
[0023] The external I / F 15 is an interface for connecting various external devices to the information processing device 10. In this embodiment, a recording medium 22, a speaker 23, and a display 24 are connected to the external I / F 15.
[0024] The recording medium 22 may be a CD-ROM (Compact Disk Read Only Memory), a DVD-ROM (Digital Versatile Disk Read Only Memory), a USB (Universal Serial Bus) memory, an SD memory card, or the like. The recording medium 22 stores an information processing program 30 for executing a predetermined game on the information processing device 10. The CPU 11 reads the information processing program 30 from the recording medium 22 via the external I / F 15 and executes the information processing program 30 using the RAM 13 as a working area. Note that the information processing program 30 is not limited to being stored on the recording medium 22, and may be stored in advance in the storage 14 or may be downloadable to the information processing device 10 via the communication I / F 16.
[0025] The speaker 23 outputs various sounds. The speaker 23 may be integrated with the information processing device 10, or may be integrated with the display 24. The display 24 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display, and displays various information. The display 24 may have an integrated touch panel. Furthermore, the display 24 may be integrated with the information processing device 10.
[0026] The communication I / F 16 is an interface for connecting the information processing device 10 to a network. The communication I / F 16 uses, for example, a wired communication standard such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).
[0027] The input I / F 17 is an interface for connecting the input device 25 to the information processing device 10. The input device 25 is a controller having operation buttons and directional keys, a mouse, a keyboard, etc., and is used for various inputs. A user operates the game using the input device 25. Operation information indicating the content of the input operation performed by the user using the input device 25 is stored in the RAM 13. The input device 25 may be integrated with the information processing device 10. Alternatively, the input device 25 may be detachable from the information processing device 10. The number of input devices 25 may be one or more. Alternatively, the input device 25 may be a touch panel integrated with the display 24.
[0028] In the game provided by the information processing device 10 of this embodiment, a style selected by the player from a plurality of styles can be applied to the character operated by the player. In addition, the performance of the character operated by the player can be changed depending on the style applied to the character.
[0029] In this case, styles are also referred to as "forms," "types," and "styles," and at least some of the performance that can be exhibited differs for each style. Each of the multiple styles allows for characteristic performance to be exhibited according to the style. Furthermore, in the game of this embodiment, each style has its own characteristics, properties, attacks that can be performed, and equipment that can be used. Therefore, by switching the style applied to a character, the performance that the character can exhibit can be changed. Note that "performance" includes not only properties and abilities, but also the character's actions and the magnitude of ability values. It also includes the character itself, and includes, for example, the change in performance caused by switching a character to another character, such as a sub-character. Note that in this embodiment, performance is determined for each of the multiple styles according to the characteristics of that style.
[0030] As an example, in this embodiment, as shown in Fig. 2, one style selected from three styles, style α, style β, and style γ, can be applied to character C. As shown in Fig. 2, from style α, it is possible to switch to either style β or style γ. Also, from style β, it is possible to switch to either style α or style γ. Furthermore, from style γ, it is possible to switch to either style α or style β.
[0031] However, when switching styles indiscriminately and frequently, for example, when switching styles and then immediately switching back to another style, problems can arise, such as players focusing too much on switching styles and not being able to focus on playing in each style.
[0032] Therefore, in the information processing device 10 of this embodiment, when the style applied to the character C is switched from the current first style to another second style while a predetermined condition is satisfied, the character C is made to exhibit performance according to the first style before the switch. As a result, the information processing device 10 of this embodiment allows the player to play using each of a plurality of styles. In this embodiment, the first style is any one of styles α to γ. The second style is a style from styles α to γ that is different from the first style.
[0033] Next, the functional configuration of the information processing device 10 will be described with reference to Fig. 3. As shown in Fig. 3, the information processing device 10 includes a switching unit 40 and an exerting unit 42. The CPU 11 executes the information processing program 30, thereby functioning as the switching unit 40 and the exerting unit 42.
[0034] The switching unit 40 switches the style applied to the character C to a style selected by the player from among a plurality of styles, thereby switching the style applied to the character C.
[0035] As described above, when the style applied to character C is switched from the current first style to a different second style while satisfying a predetermined condition, the exertion unit 42 exerts the performance corresponding to the first style before the switch. The predetermined condition is, for example, a condition that indicates that the style has been mastered or that the player has fully enjoyed playing with that style. As an example, in this embodiment, a parameter value is changed according to a predetermined action of character C, and when the parameter value reaches a predetermined value, character C transitions to a standby state in which the character is waiting to exert its performance. Therefore, when character C is in the standby state, the predetermined condition is satisfied. The predetermined action is determined for each of multiple styles according to the characteristics of each style. For example, the predetermined action is an action that depends on each style, and multiple types exist for each style. Furthermore, the standby state may be canceled, i.e., the character returns to its normal state, after a predetermined time has elapsed since entering the standby state.
[0036] An example of the operation of this exertion unit 42 will be specifically described with reference to FIG. 4. Currently, style α is applied to character C. In this case, character C exerts only the performance corresponding to style α. With style α applied, when a predetermined action corresponding to style α is performed, such as a practice swing or an attack on an enemy with a weapon, a parameter value P is added according to the type of action. In this embodiment, the parameter value P is "0" immediately after switching style α.
[0037] In the example shown in FIG. 4 , when style α is applied and the parameter value P reaches its maximum value (MAX), character C enters a standby state for performance. When character C is in a standby state, the player may be notified of this by displaying an effect E or the like. When the applied style of character C is switched from style α to style β while character C is in a standby state, character C exhibits performance according to style β and performance according to style α, as shown in FIG. 4 . Performance exhibited after switching to another style, in this case, performance according to style α before the switch, may be different from, or at least partially similar to, the performance exhibited by character C when only style α is applied to character C. In other words, performance according to style α exhibited when the current style is style α may be at least partially different from performance according to style α before the switch that is exhibited after switching to style β.
[0038] When the style is switched from style α to style β, the parameter value P is reset to "0" as described above. Therefore, the player then has character C perform a predetermined action according to style β, and again accumulates the parameter value P. Note that the maximum value of the parameter value P may differ for each style.
[0039] Furthermore, while the performance corresponding to the style before the switch is being exerted, a parameter value P corresponding to the currently applied style may be accumulated. Here, while style β is being applied, the parameter value P may be increased while the performance of style α before the switch is being exerted. This allows for faster switching to the next style, creating a sense of exhilaration as the style is connected.
[0040] As shown in FIG. 4, when the parameter value P reaches its maximum value (MAX) while style β is being applied, character C enters a standby state. When the applied style is switched from style β to style γ while character C is in a standby state, character C exhibits performance according to style γ and performance according to style β, as shown in FIG. 4. As described above, the performance exhibited after switching to another style, in this case, the performance according to style β before the switch, may be different from the performance exhibited by character C when only style β is applied to character C, or may be at least partially similar. In other words, the performance according to style β exhibited when the current style is style β may be at least partially different from the performance according to style β before the switch that is exhibited after switching to style γ.
[0041] It is preferable that the performance exerted by the exertion unit 42 is effective only for the style immediately after the switch, and further, when the style is switched to another style among the multiple styles, the performance exertion is terminated. In the example shown in FIG. 4, when style β is applied to character C and the style is switched from a state in which the performance according to style α is exerted to style γ, the character C after the switch is in a state in which style γ is applied, and only the performance according to style β is exerted as the performance before the switch. This makes it possible to suppress the exertion of performance across multiple styles after the switch. Note that style γ in the above case is an example of a third style in the present disclosure.
[0042] 4, if the style applied to character C is switched to style β while style α is being applied and before parameter value P reaches its maximum value (MAX), character C will only exhibit the performance of the currently applied style β. Similarly, if the style applied to character C is switched to style γ while style β is being applied and before parameter value P reaches its maximum value (MAX), character C will only exhibit the performance of the currently applied style γ.
[0043] In this way, if the style is switched without satisfying the predetermined condition, the exertion unit 42 will not exert the performance according to the performance of the style before the switch, thereby encouraging the player to play in the current style until the predetermined condition is satisfied.
[0044] Furthermore, specific examples of styles and the performance displayed after switching will be described. Here, we will explain the case where character C is a samurai capable of using swordsmanship and magic, and there are five styles, namely, "Water Style," "Earth Style," "Wind Style," "Fire Style," and "Air Style." When a style is switched, performance is displayed according to the performance of the style before the switch. This state in which performance according to the performance of the style before the switch is displayed is called the "afterglow" state. The water style is a dual-sword style characterized by excellent startup speed and combo speed, allowing for quick attacks with many moves, and a wide attack range. In the afterglow state, the performance of increased attack speed is displayed. The earth style is a single-sword style characterized by the ability to negate a certain amount of damage by consuming a dedicated gauge and the ability to guard against powerful attacks for a solid defense. In the afterglow state, the performance of negating flinch and reducing damage is displayed. The wind style is a single-sword style characterized by the ability to simultaneously use magic and swordsmanship. In the afterglow state, an additional attack occurs when attacking. The Fire Style is a dual-wielding style characterized by high attack power, a wide attack range, and the ability to knock enemies back. In the afterglow state, attack power increases and the ability to penetrate the outer shell gauge that some powerful enemies have in addition to their HP gauge, allowing damage to be inflicted on the enemy once the outer shell gauge is completely depleted. The Sky Style is an unrivaled style with top-tier attack power, attack range, and attack speed. In the afterglow state, an additional attack occurs when a slashing attack is launched.
[0045] Next, the operation of the information processing device 10 will be described with reference to Fig. 5. The CPU 11 executes the information processing program 30, thereby executing the performance demonstration process shown in Fig. 7. As an example, the performance demonstration process of this embodiment is executed when a game is started.
[0046] 5, the switching unit 40 determines whether or not an instruction to switch styles issued by the player has been received. If an instruction to switch styles has not been received, the determination in step S100 is negative, and the process proceeds to step S108. On the other hand, if an instruction to switch styles has been received, the determination in step S100 is positive, and the process proceeds to step S102.
[0047] In step S102, the switching unit 40 switches the style to be applied to the character C to the instructed style.
[0048] In the next step S104, the exertion unit 42 determines whether or not the above-mentioned predetermined condition is satisfied. As an example, here, it is determined whether or not the state of character C was in a standby state when the style was switched.
[0049] If the device was not in a standby state, the predetermined condition is not satisfied, so the determination in step S104 is negative, and the process proceeds to step S108. On the other hand, if the device was in a standby state, the predetermined condition is satisfied, so the determination in step S104 is positive, and the process proceeds to step S106.
[0050] In step S106, as described above, the exertion unit 42 causes the character C to exert a performance corresponding to the style before the switch. Note that the period during which the performance is exerted may be limited, or may extend over the entire period during which the style after the switch is applied to the character C.
[0051] In the next step S108, the performance exertion unit 42 determines whether or not to terminate the performance exertion process shown in Fig. 5. Here, as an example, the performance exertion process is terminated when a predetermined termination condition, such as the end of the game, is met. If the termination condition is not met, the determination in step S108 is negative, and the process returns to step S100, and the processes in steps S100 to S106 are repeated. On the other hand, if the termination condition is met, the determination in step S108 is positive, and the performance exertion process shown in Fig. 5 is terminated.
[0052] As described above, in a game in which the performance of a character controlled by a player can be changed according to a style selected from a plurality of styles, when the style applied to the character is switched from a first style, which is the current style, to a second style, which is another style, while satisfying predetermined conditions, the information processing device 10 causes the character to exhibit performance according to the first style before the switch.
[0053] As a result, the information processing device 10 of this embodiment allows the player to play in each of a plurality of different styles.
[0054] In the above embodiment, the character C is placed in a standby state when the accumulated parameter value P reaches a maximum value, which is a predetermined condition for demonstrating performance according to the style before switching. However, the predetermined condition is not limited to this. For example, when a high level of play is performed, such as a critical hit, a perfect dodge, or a defense against a special attack, the parameter value P may be set to a maximum value, or the character may be placed in a standby state regardless of the parameter value P. Furthermore, in the above embodiment, the case where the parameter value P is accumulated is described. However, the parameter value P may be consumed from its maximum value, and the predetermined condition may be satisfied when it becomes equal to or less than a predetermined threshold, such as when it becomes "0."
[0055] In the above embodiment, the various processes executed by the CPU 11 of the information processing device 10 after reading software (programs) may be executed by various processors other than the CPU. Examples of such processors include programmable logic devices (PLDs) whose circuit configuration can be changed after fabrication, such as field-programmable gate arrays (FPGAs), and dedicated electrical circuits, such as application-specific integrated circuits (ASICs), which are processors with circuit configurations specifically designed to execute specific processes. Furthermore, the various processes may be executed by one of these various processors, or by a combination of two or more processors of the same or different types (e.g., multiple FPGAs, or a combination of a CPU and an FPGA). Furthermore, the hardware structure of these various processors is, more specifically, an electrical circuit that combines circuit elements such as semiconductor devices. [Explanation of symbols]
[0056] 10. Information processing equipment 11 CPU 30 Information Processing Program 40 Switching section 42 Demonstration Section
Claims
1. In a game where the player can change the performance of the character they control depending on the style they select from multiple styles, When the style applied to the character is switched from a first style, which is the current style, to a second style, which is another style, in a state where a predetermined condition is satisfied, The performance according to the first style before switching is exhibited. An information processing program that causes a computer to execute a process.
2. The performance according to the first style that is exhibited when the current style is the first style is at least partially different from the performance according to the first style that is exhibited after switching from the current style to the second style. The information processing program according to claim 1 .
3. The performance is determined for each of the plurality of styles according to the characteristics of each style. The information processing program according to claim 1 .
4. changing a parameter value in response to a predetermined action of the character; The predetermined condition is a condition according to the parameter value. The information processing program according to claim 1 .
5. When the parameter value reaches a predetermined value, the state of the character is transitioned to a standby state in which the character is waiting to demonstrate the performance; The predetermined condition is that the character is in the standby state. The information processing program according to claim 4.
6. The predetermined action is determined for each of the plurality of styles according to the characteristics of each style. The information processing program according to claim 4.
7. When the first style is switched to the second style without satisfying the predetermined condition, Do not exert the above performance The information processing program according to claim 1 .
8. The performance is effective only in the second style immediately after switching, Furthermore, when the style is switched to a third style that is different from the second style among the plurality of styles, the performance is terminated. The information processing program according to claim 1 .
9. In a game where the player can change the performance of the character they control depending on the style they select from multiple styles, When the style applied to the character is switched from a first style, which is the current style, to a second style, which is another style, in a state where a predetermined condition is satisfied, The performance according to the first style before switching is exhibited. An information processing method in which processing is performed by a computer.
10. a processor, the processor comprising: In a game where the player can change the performance of the character they control depending on the style they select from multiple styles, When the style applied to the character is switched from a first style, which is the current style, to a second style, which is another style, in a state where a predetermined condition is satisfied, The performance according to the first style before switching is exhibited. Information processing device.
Citation Information
Patent Citations
Game device and program
JP2009291426A