Program, management parameter changing method, and game device
The game system dynamically varies basic parameters based on fluctuating management thresholds to make special effects unpredictable, addressing predictability issues and enhancing gameplay balance and entertainment.
Patent Information
- Application Number
- JP2024130051
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-06
- Publication Date
- 2026-02-19
- Estimated Expiration
- 2044-08-06
AI Technical Summary
Conventional games allow players to easily predict the timing of special effects, such as weakening and strengthening effects, leading to a loss of interest and imbalance in gameplay.
A game system that varies basic parameters based on management parameters fluctuating within multiple thresholds, adapting to special effect states, making the variation of these parameters unpredictable.
Increases gameplay interest by making the application and duration of special effects unpredictable, enhancing game balance and entertainment value.
Smart Images

Figure 2026027840000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, a management parameter variation method, and a game device. [Background technology]
[0002] Conventionally, there are games such as role-playing games in which an ally character controlled by a player battles an enemy character within the game. In such games, the ally character may inflict a weakening effect on the enemy character to weaken the enemy character in order to gain an advantage in the battle. Furthermore, games also provide strengthening effects that strengthen the character, as opposed to weakening effects. In this specification, weakening effects and strengthening effects are collectively referred to as "special effects." For example, a state in which an enemy character changes from its normal state by inflicting a weakening effect on the enemy character is referred to as a "special effect state." Targets that receive special effects are not limited to enemy characters, and objects such as weapons may also be considered.
[0003] If a weakening effect cast on an enemy character is too advantageous to an ally character, the ally character will be able to defeat the enemy character quickly, which will ruin the fun of the game. For this reason, restrictions are placed on weakening effects to adjust the game balance and prevent weakening effects from becoming too advantageous. For example, a technique is sometimes used in which the more successfully weakened an enemy character is, the lower the success rate of the next weakening effect cast. By lowering the success rate of the enemy character's weakening effect, the enemy character's resistance to weakening effects increases. Another technique is used in which the more successfully weakened an enemy character is, the weaker the next weakening effect cast on the enemy character will be.
[0004] Patent document 1 describes the technology for changing character parameters as follows: "In the battle part, each character fights according to parameters such as attack power or defense power. Therefore, changes in parameters directly affect the outcome of the battle. Changes in parameters may include various types of changes, such as buffs (positive effects) and debuffs (negative effects)." [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Publication No. 2023-184071 Summary of the Invention [Problem to be solved by the invention]
[0006] In conventional games, weakening effects given to enemy characters are often removed after a certain period of time has passed. Therefore, it is easy for the player to determine the timing of weakening effects to make it easier to defeat the enemy character, which makes the game less interesting. Furthermore, strengthening effects that strengthen characters are often removed after a certain period of time has passed.
[0007] The present invention has been made in view of the above circumstances, and has as its object to improve the entertainment value of games. [Means for solving the problem]
[0008] The program of the present invention is a program for providing a game in which basic parameters are set for each type of object and management parameters are set which vary the basic parameters by fluctuating within a range of multiple thresholds, and causes a computer to execute a procedure for varying the management parameters in accordance with the type of special effect state to which an object that has received a special effect under specified conditions changes from its normal state, and a procedure for varying the basic parameters in accordance with the variation in the management parameters. [Effects of the Invention]
[0009] According to the present invention, the basic parameters are varied in accordance with the variation of the management parameters which vary within a range of multiple thresholds depending on the type of special effect state, so that the variation of the basic parameters becomes unpredictable to the player, thereby increasing the interest of the game. Problems, configurations, and effects other than those described above will become apparent from the following description of the embodiments. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is an overall configuration diagram showing an overview of a game system according to an embodiment of the present invention; [Figure 2] 1 is a block diagram showing an example of the hardware configuration of a game system according to an embodiment of the present invention. [Figure 3] 1 is a block diagram showing an example of the functional configuration of a game system according to an embodiment of the present invention. [Figure 4] 3A and 3B are diagrams showing examples of the configuration of a basic parameter table and a special effect table according to an embodiment of the present invention. [Figure 5] FIG. 10 is a diagram illustrating an example of fluctuation of a resistance gauge according to an embodiment of the present invention. [Figure 6] 10 is a time table showing how each parameter changes from the occurrence of a special effect until the recovery of the resistance gauge according to one embodiment of the present invention. [Figure 7] FIG. 1 is a diagram showing the basic fluctuation of a resistance gauge according to an embodiment of the present invention. [Figure 8] 10 is a time table showing how each parameter changes when the same special effect occurs again while the resistance gauge is recovering according to one embodiment of the present invention. [Figure 9] FIG. 10 is a diagram showing fluctuations in a resistance gauge according to an embodiment of the present invention. [Figure 10] 10 is a time table showing how each parameter changes when an invalidation time is set for the resistance gauge according to one embodiment of the present invention. [Figure 11] FIG. 10 is a diagram showing fluctuations in a resistance gauge according to an embodiment of the present invention. [Figure 12] 10 is a time table showing how each parameter changes when a special effect is overwritten according to one embodiment of the present invention. [Figure 13] FIG. 10 is a diagram showing fluctuations in a resistance gauge according to an embodiment of the present invention. [Figure 14] 10 is a flowchart showing an example of the first half of a basic parameter variation process according to one embodiment of the present invention. [Figure 15] 10 is a flowchart showing an example of the second half of the basic parameter variation process according to one embodiment of the present invention. [Figure 16] 10 is a flowchart illustrating an example of a management parameter variation process according to an embodiment of the present invention. [Figure 17] 10A and 10B are diagrams showing how the defensive power of an enemy character is reduced by a predetermined percentage due to the occurrence of a special effect according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. In this specification and drawings, components having substantially the same functions or configurations are designated by the same reference numerals, and redundant description will be omitted.
[0012] <Definition of terms> First, definitions of terms commonly used in this specification will be explained. The terms explained below are those used in the game to which the present invention is applied.
[0013] (game) First, the game will be explained. A game is a game in which predetermined effects are obtained by executing a game program on various information processing terminals. A game includes at least one of video data, image data, audio data, book data, and text data, and is expressed by appropriately combining multiple data. Typically, a game is progressed by a player, who is a natural person, performing various operations. However, it is also possible for the game to progress automatically by the player giving predetermined instructions.
[0014] (Game media) In games, various elements are assigned an identification ID. Elements that are assigned an identification ID and managed by the identification ID are called "game media." Game media are often used in the internal processing of the game. For this reason, unlike objects that are displayed on the screen, game media can be displayed on the screen or not.
[0015] For example, game media may include in-game characters, items (equipment items, consumable items, character costumes, etc.), cards, elements drawn in lottery games, etc. Also, game media may include items that have one or more of the following uses or functions: For example, items that change (strengthen or weaken) other game media, items that change (strengthen or weaken) some parameter, items that can be paid for by consuming game media, and items that are organized by the player and have an effect in the game.
[0016] (Object) In a game, a screen is displayed on the display device of the terminal on which the player plays the game. Various computer graphics images (hereinafter abbreviated as "images") are displayed on the screen as objects. Here, objects are broadly divided into two-dimensional images and three-dimensional images. Objects in two-dimensional images are images constructed using two-dimensional computer graphics, such as illustrated images of game media (characters, items, etc.) and user interface images (buttons, virtual pads, etc.). Similarly, objects in three-dimensional images are images constructed using three-dimensional computer graphics, such as characters, items, and backgrounds.
[0017] (attribute) Attributes are data used to classify game media and are part of the data commonly assigned to multiple game media or multiple objects. For example, attributes may be data used to distinguish a certain character or data used to determine the rarity of a certain item. Attributes are often displayed on the screen when playing a game. However, attributes may only be used in the internal processing of a program and may not be displayed on the screen.
[0018] (currency) Games use currency to exchange for items and the like. This currency can be either paid currency that has value in the real world or parameters that are used only within the game. Paid currency includes, for example, cash, electronic money, and in-game currency that is purchased for a fee. Parameters that are used only within the game include in-game currency that is provided free of charge within the game. Furthermore, in-game currency also includes, for example, free currency that is consumed in the lottery process described below. Note that points and the like used in games are sometimes used in the same sense as currency.
[0019] (Reward) Players can earn rewards by playing games. Rewards can be broadly divided into those that are assigned to a player ID, which is assigned to identify the player, and those that are not assigned to a player ID. Rewards that are assigned to a player ID include, for example, items, which are used to change predetermined parameters (experience points, stamina, lottery rights, etc.) or to progress through the game. Other possible rewards include unlocking playable quests, making it possible to acquire character skills or abilities, and making music videos available for viewing. Rewards that are not assigned to a player ID include, for example, the display of a reward image or reward video, and the occurrence of a game-specific event.
[0020] (Lottery process) In games, a lottery process may be conducted to award a reward to a player. The lottery process is a process that uses software random numbers generated within the game to determine the outcome probabilistically. In software random numbers, the same value is generated if the seed value is the same. In the lottery process, the outcome may be determined by using a pseudo-random number sequence created in advance instead of software random numbers. The lottery process is broadly divided into processes in which a reward is determined by lottery process by consuming a predetermined amount of money (so-called gacha processing) and other processes.
[0021] The process of determining a reward through a lottery process by consuming a predetermined amount of money includes non-restoring lotteries (processes in which the lottery probability is constant or variable) and restoring lotteries (processes in which the number of items is announced in advance and the desired item can be obtained by repeatedly drawing lots).Other processes include lottery processes for game rewards, matching processes in games in which characters battle each other, calculation processes for damage when an attack is made, and action determination processes for NPCs (Non-Player Characters: characters not controlled by the player).
[0022] (Game effect) In games, there are effects (called "game effects") that are linked to game content, objects, etc. Examples of game effects include character skills, abilities, and special abilities. Game effects have some kind of impact on the progress of the game, and are defined by any combination of activation conditions for activating the game effect, targets to which the game effect applies, and the effect amount of the game effect.
[0023] [One embodiment] <Example of overall game system configuration> Next, an example of the configuration of a game system according to one embodiment of the present invention will be described. This game system is configured by combining a game server that distributes games with an information processing terminal. In the game according to this embodiment, basic parameters are set for each type of enemy character (an example of an object), and a resistance gauge (an example of a management parameter) that varies the basic parameters by fluctuating within a range of multiple thresholds (for example, maximum and minimum values). The game distributed by the game server includes programs and data related to the game.
[0024] <Game System Overview> FIG. 1 is a diagram showing an overall configuration of a game system 10 according to an embodiment. The game system 10 includes a game server 1, a smartphone 2A, and a PC (Personal Computer) 2B. The smartphone 2A and the PC 2B can be connected to the game server 1 via a network N such as the Internet. In the following description, the smartphone 2A and the PC 2B are collectively referred to as an information processing terminal 2. For example, a dedicated game terminal may be used as the information processing terminal 2. The game server 1 and the information processing terminal 2 are both examples of a game device according to an embodiment.
[0025] The game server 1 is an example of a first information processing device that constitutes the game system 10. The game server 1 manages game programs and data, and distributes the game programs and data to the information processing terminal 2 based on a data acquisition request from an authenticated information processing terminal 2.
[0026] The information processing terminal 2 processes the game program and data received from the game server 1. The program according to this embodiment controls the display format of text, images, etc. displayed on the output device 27 (an example of a display unit) in accordance with the progress of the game, based on instructions input via the input device 26 (an example of an input unit).
[0027] The smartphone 2A uses a touch panel display device in which the input device 26 and the output device 27 are integrated. The smartphone 2A may be a tablet terminal. The input device 26 and the output device 27 are separate devices in the PC 2B. The PC 2B may be a desktop PC, with the input device 26 and the output device 27 separately connected to the desktop PC.
[0028] The information processing terminal 2 is an example of a second information processing device that constitutes the game system 10. The information processing terminal 2 can store data including a program that is the basis of a game downloaded from the game server 1 in a storage device 22 shown in FIG. 2, which will be described later.
[0029] The information processing terminal 2 can also read data including a program that is the basis of a game from a memory, an optical disk, etc. The information processing terminal 2 then executes the program read from the storage device 22 to present the game. Furthermore, when the processing results of a game processed by the game server 1 are distributed to the information processing terminal 2, the information processing terminal 2 can display the processing results using, for example, an internet browser, and the player can progress through the game.
[0030] The information processing terminal 2 selects a program based on an operation signal input from the input device 26 in response to an operation performed by the player, and outputs a video signal that matches the screen of the output device 27 to the output device 27. The output device 27 displays a video based on the video signal. The operation signal input from the input device 26 is, for example, a signal corresponding to each operation stick or operation button of a controller. The player can input instructions and control a character through the input device 26.
[0031] The information processing terminal 2 stores game data downloaded from the game server 1 in a storage device 22 shown in Fig. 2, which will be described later. The information processing terminal 2 also performs processes such as reading the game data from the storage device 22 and executing a program, drawing a screen in accordance with operation signals input from the input device 26, and displaying a screen using the output device 27. For example, the information processing terminal 2 displays a screen on which various scenes including characters are drawn, in accordance with operations performed by the player using the input device 26, on the output device 27.
[0032] Operations on a character input from the input device 26 include, for example, various command inputs such as responses to conversations uttered by the character and instructions to the character. Another example of an operation performed from the input device 26 is a tap operation in which the screen of the output device 27 is touched with a finger or a pen. The characters and scenes displayed on the output device 27 change depending on the operation performed on the input device 26.
[0033] <Example of hardware configuration for game system> Next, an example of the hardware configuration of the game system 10 according to an embodiment will be described. FIG. 2 is a block diagram showing an example of the hardware configuration of the game system 10. As shown in FIG.
[0034] (Game server configuration example) The game server 1 is an example of a computer that operates as a computer capable of executing various programs. The game server 1 includes a processing unit 11, a storage unit 12, and a network interface 14, all of which are connected to a bus 13.
[0035] The processing device 11 is configured with at least one of, for example, a CPU (Central Processing Unit), an MPU (Microprocessor Unit), a GPU (Graphics Processing Unit), and an FPGA (Field Programmable Gate Array). The processing device 11 reads program code of software that realizes each function according to the present embodiment from the storage device 12, loads the program code into a temporary storage unit (not shown) provided in the storage device 12, and executes the program code. The processing device 11 performs, for example, game calculation processing and processing necessary to draw objects on the screen of the information processing terminal 2.
[0036] The storage device 12 is configured by, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory). The ROM may be an optical disk, a magneto-optical disk, a DVD (Digital Versatile Disc)-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, or the like. The RAM may be an SRAM (Static Random Access Memory), a DRAM (Dynamic Random Access Memory), or the like. Variables, parameters, etc. generated during the arithmetic processing of the processing device 11 are temporarily written to the storage device 12, and these variables, parameters, etc. are read out by the processing device 11 as appropriate.
[0037] The storage device 12 is configured with at least one of, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), and a flash memory. The storage device 12 stores the OS (Operating System) of the game server 1, various parameters, and programs for operating the game server 1. As described above, the storage device 12 stores programs, data, etc. necessary for the processing device 11 to operate, and is used as an example of a computer-readable non-transitory storage medium that stores programs executed by the game server 1.
[0038] For example, a network interface card (NIC) or the like is used as the network interface 14. The network interface 14 is capable of transmitting and receiving various data to and from the information processing terminal 2 via a dedicated line or the like connected to a terminal of the NIC and via the network N.
[0039] (Example of information processing terminal configuration) The information processing terminal 2 is an example of a computer that operates as a computer capable of executing various programs. The information processing terminal 2 includes a processing unit 21, a storage unit 22, and a network interface 24, all of which are connected to a bus 23.
[0040] The processing device 21 is configured with at least one of, for example, a CPU, an MPU, a GPU, and an FPGA. The processing device 21 reads out program code of software that realizes each function according to the present embodiment from the storage device 22, loads the program code into a temporary storage unit (not shown) provided in the storage device 22, and executes the program code. The processing device 21, for example, performs calculation processing for the game and processing necessary for drawing objects on the screen of the information processing terminal 2. The processing device 21 also performs processing such as processing the OS of the information processing terminal 2 and managing the input and output of data performed by each unit in the information processing terminal 2. When processing information related to the game, the processing device 21 can output not only image signals but also audio signals, actuator operation signals, and the like to the output device 27 via the input / output interface 25.
[0041] The storage device 22 is composed of, for example, a ROM and a RAM. The ROM may be an optical disk, a magneto-optical disk, a DVD-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, or the like. The RAM may be an SRAM, a DRAM, or the like. Variables, parameters, and the like generated during the arithmetic processing of the processing device 21 are temporarily written to the storage device 22, and these variables, parameters, and the like are read out by the processing device 21 as appropriate. The processing device 11 also performs processing required to draw, for example, two-dimensional or three-dimensional objects that constitute characters or backgrounds on the screen of the output device 27.
[0042] The storage device 22 is configured with at least one of, for example, an HDD, an SSD, and a flash memory. The storage device 22 stores the OS of the information processing terminal 2, various parameters, programs for functioning the information processing terminal 2, game programs, etc. As described above, the storage device 22 stores programs, data, etc. necessary for the operation of the processing device 21, and is used as an example of a computer-readable non-transitory storage medium that stores programs executed by the information processing terminal 2.
[0043] For example, a NIC or the like is used as the network interface 24. The network interface 24 is capable of transmitting and receiving various data to and from the game server 1 and communicating with other information processing terminals 2 via the network N via a dedicated line or the like connected to a terminal of the NIC.
[0044] The input / output interface 25 converts operation signals received from the input device 26 into data in a predetermined format and passes the converted data to the processing device 21. The input / output interface 25 also converts screen data drawn by the processing device 21 into video signals and outputs them to the output device 27.
[0045] The input device 26 is a device that accepts input instructions or various pieces of information from the player. An example of the input device 26 is a pointing device that can input coordinate information of a position designated by the player. This pointing device is a mouse, a touch panel device, or the like. A touch panel device is configured by combining the input device 26 and the output device 27. The input device 26 may also be a game controller, a keyboard, a microphone, a GPS (Global Positioning System) device, or various types of sensors. Examples of the various types of sensors that can be considered include an acceleration sensor (a six-axis sensor, a gyro sensor, or the like), an optical sensor (a camera, or the like), a pressure sensor (a pressure-sensitive touch sensor, or the like), and an air pressure sensor.
[0046] The output device 27 is a device that outputs information processed by the processing device 21. Examples of the output device 27 include a display device (display device, touch panel device, etc.), an audio device (speaker, headphones, etc.), and an actuator (vibration device, haptic feedback, etc.). When the output device 27 is a display device, an image based on a video signal received from the input / output interface 25 is displayed on the display device. When the output device 27 is an audio device, sounds such as background music (BGM), sound effects, and character voices are emitted. When the output device 27 is an actuator, it vibrates or provides haptic feedback according to the game scene.
[0047] <Example of game system functional configuration> Next, an example of the functional configuration of the game system 10 will be described with reference to FIG. 3 is a block diagram showing an example of the functional configuration of the game system 10. In FIG. 3, the communication network N is omitted.
[0048] (Example of game server functional configuration) The game server 1 includes a communication unit 31, a game management unit 32, and a storage unit 33.
[0049] The communication unit 31 controls communication with the information processing terminal 2. For example, when the communication unit 31 receives a data acquisition request or the like transmitted from the information processing terminal 2, the communication unit 31 outputs the data acquisition request to the game management unit 32 and transmits game data processed by the game management unit 32 to the information processing terminal 2. The functions of the communication unit 31 are realized by the processing device 11, the network interface 14, etc. shown in FIG. 2 .
[0050] The game management unit 32 selects and reads out data of the game to be used in the information processing terminal 2 from the storage unit 33 based on a data acquisition request input from the communication unit 31. Then, the game management unit 32 outputs the read-out game data to the communication unit 31. Note that the game management unit 32 can also perform processing based on the read-out game data and then output data of the processing results to the communication unit 31. The functions of the game management unit 32 are realized by the processing device 11 and storage device 12 shown in FIG. 2.
[0051] The storage unit 33 stores game data. The function of the storage unit 33 is realized by the storage device 12 shown in Fig. 2. The storage unit 33 also stores data of players who play the game. The player data is used for player authentication processing, etc.
[0052] (Example of functional configuration of information processing terminal) The information processing terminal 2 includes a communication unit 41 , an input unit 42 , an input receiving unit 43 , a management parameter varying unit 44 , a basic parameter varying unit 45 , a drawing unit 46 , an image output unit 47 , an output unit 48 and a storage unit 49 .
[0053] The communication unit 41 transmits data etc. requested by the game played by the player as a data acquisition request to the game server 1. Then, the communication unit 41 writes the game data distributed from the game server 1 to the storage unit 49. The function of the communication unit 41 is realized by the processing device 21 and network interface 24 shown in FIG. 2.
[0054] The input unit 42 outputs an operation signal generated based on an operation input by the player to the input receiving unit 43. The operation input by the player is, for example, an operation using a game controller, which is an example of the input device 26. By pressing an operation button on the game controller, the player can input an instruction to control an ally character displayed on the output unit 48, have the ally character engage an enemy character, and start a battle. The function of the input unit 42 is realized by the input device 26 shown in FIG. 2. Note that the operation input by the player also includes an operation of tapping on the screen of the input device 26, an operation of specifying a specific icon on the screen with the input device 26, and the like. The player can also perform the same operation as with the game controller by tapping or clicking on the screen of the information processing terminal 2.
[0055] The following two situations are envisioned as situations in which an ally character encounters an enemy character. (Scene 1) When an ally character moves to the battlefield In the game according to this embodiment, a battlefield is provided where ally characters only fight against enemy characters. In the battlefield, the ally characters' free actions, such as talking to other characters, which are possible in a normal field, are restricted. Therefore, a battle with an enemy character begins when the ally character moves from the normal field, where the ally character can move freely, to the battlefield. Therefore, the timing when the ally character moves to the battlefield is the timing when the encounter with the enemy begins.
[0056] (Scene 2) When an ally character encounters an enemy character while moving on a game field other than the battlefield. In the game according to this embodiment, unlike the battlefield described in Scene 1, a battle may start when an ally character approaches an enemy character while moving on the game field. In this case, the timing when the ally character encounters the enemy character while moving on the game field is the timing when the encounter begins.
[0057] The input receiving unit 43 receives an operation signal from the input unit 42. The input receiving unit 43 receives, as the operation signal, for example, an instruction to operate an ally character from the input unit 42. The function of the input receiving unit 43 is realized by the input / output interface 25 shown in FIG. 2.
[0058] The management parameter variation unit 44 varies the resistance gauge according to the type of special effect state that an object affected by a special effect changes from its normal state under predetermined conditions. In the following description, the object will be referred to as an enemy character, but the object may also be an ally character, some kind of device, etc. The normal state is a state in which no special effect is applied to the enemy character, and the special effect state is a state in which a special effect is applied to the enemy character. The resistance gauge is used to determine the duration of the special effect. For this reason, the maximum value of the resistance gauge is also referred to as the effect duration multiplier. The effect duration multiplier is variable between a minimum value and a maximum value. The maximum value of the resistance gauge is set to be greater than the minimum value, so the maximum value of the resistance gauge will not fall below the minimum value. Note that the resistance gauge is an internal parameter used in the game program and is not displayed on the screen of the information processing terminal 2.
[0059] The management parameter variation unit 44 varies the resistance gauge from its maximum value (an example of a first threshold value) to its minimum value (an example of a second threshold value) when the enemy character changes to a special effect state, and then varies the resistance gauge from its minimum value to its maximum value as the game progresses. In the following description, the enemy character's change to a special effect state is also referred to as "the occurrence of a special effect." In this way, the management parameters include the maximum value, effect duration, current value, etc. of the resistance gauge. The current value of the resistance gauge is used to calculate the effect duration by multiplying it by the base time. As will be described later, the current value of the resistance gauge may also be 0.
[0060] The basic parameter varying unit 45 varies the basic parameters in accordance with the variation of the resistance gauge. The basic parameter varying unit 45 calculates the effect amount that varies based on the special effect state based on the current value of the resistance gauge at the time when the enemy character changes to the special effect state (or immediately before the change). The effect amount is, for example, the duration of the special effect state. Alternatively, the effect amount may be the amount of variation of the basic parameters due to the special effect state.
[0061] The drawing unit 46 draws an image to be displayed on the output unit 48 based on the operation signal received by the input receiving unit 43. The drawn image includes, for example, text, as well as two-dimensional or three-dimensional images of objects including the player character operated by the player and other characters.
[0062] The image output unit 47 outputs the image drawn by the drawing unit 46 to the output unit 48. The function of the image output unit 47 is realized by the input / output interface 25 shown in FIG.
[0063] The output unit 48 displays the image output by the image output unit 47. The function of the output unit 48 is realized by the output device 27 shown in FIG.
[0064] The storage unit 49 stores game data (game programs, etc.) received by the communication unit 41 from the game server 1. The function of the storage unit 49 is realized by the storage device 22 shown in FIG.
[0065] Next, basic parameters and special effects will be explained. FIG. 4 shows an example of the configuration of the basic parameter table 50 and the special effect table 60. As shown in FIG.
[0066] The basic parameter table 50 is a table for managing the basic parameters of each enemy character. The basic parameter table 50 includes items for each element that makes up the basic parameters, such as the character name, HP, MP, attack power, and defense power. While FIG. 4 describes the basic parameters of enemy characters, the basic parameter table 50 may also include the basic parameters of ally characters.
[0067] The character name item stores the name or ID of the enemy character. The HP item stores hit points that indicate the physical strength of the enemy character. The MP item stores magic points that represent the magical power of the enemy character. The attack power item stores a value indicating the attack power of an enemy character. The defensive power item stores a value indicating the defensive power of an enemy character.
[0068] As described above, examples of special effects in games include a weakening effect and a strengthening effect that enemy characters receive. When an enemy character receives a weakening effect, its offensive or defensive power temporarily decreases, putting it at a disadvantage. Conversely, when an enemy character receives a strengthening effect, its offensive or defensive power temporarily increases. In the following explanation, an example in which a weakening effect is applied as a special effect will be described, but a strengthening effect may also be applied as a special effect. Furthermore, although an enemy character that receives a weakening effect is in a weakened effect state, this will be explained as being in a special effect state.
[0069] The special effect table 60 is a table for managing various special effects that are given to enemy characters. The special effect table 60 includes items for each element that constitutes a special effect, such as the special effect name, maximum value, minimum value, reduction amount, basic time, and recovery amount. While FIG. 5 illustrates the special effects of debuffs stored in the special effect table 60, the special effects of buffs may also be stored in the special effect table 60. Furthermore, while FIG. 5 illustrates the special effects that are given from ally characters to enemy characters, special effects that are given from enemy characters to ally characters may also be included. Furthermore, for each stage provided in the game, an individual special effect may be set for a character (so-called boss character) that is stronger than other enemy characters.
[0070] The special effect name item stores the name of the special effect. Examples of special effects include paralysis, freezing, slow, attack down, defense down, and burning. Paralysis and freezing are special effects that render an enemy character unable to act. Slow is a special effect that reduces the enemy character's movement speed. Attack down is a special effect that reduces the attack power of an enemy character. Defense down is a special effect that reduces the defense power of an enemy character. Burning is a special effect that reduces the enemy character's HP at regular intervals.
[0071] Here, special effects such as paralysis, freezing, and slowing are called restraint effects that restrict the movement of enemy characters. If a restraint effect becomes too strong, it becomes difficult for the enemy character to attack the allied character, and the allied character is likely to continue attacking the enemy character, resulting in a one-sided development. For this reason, when an enemy character is subjected to one of the restraint effects, the resistance gauge for other restraint effects is also fluctuated in the same way. This makes it possible to increase the enemy character's resistance not only to the one restraint effect that the enemy character has received, but also to other restraint effects.
[0072] The maximum value item stores the maximum value of the resistance gauge. The maximum value of the resistance gauge ranges from 0 to 1.0. The higher the maximum value, the longer the duration of the special effect that the enemy character will initially receive.
[0073] The minimum value field stores the minimum value of the resistance gauge. The higher the minimum value, the longer the guaranteed duration of the effect when an enemy character is repeatedly hit by the same special effect. If the minimum value is 0, the special effect is disabled and the duration is also 0.
[0074] The reduction amount item stores the amount of reduction in the resistance gauge. The reduction amount is the amount by which the maximum value of the resistance gauge is reduced when an enemy character is subjected to a special effect, and is a fixed value set for each enemy character. The larger the reduction amount, the more the effect duration shortens each time the enemy character is subjected to the same special effect. For example, if the maximum value of the resistance gauge is 1.0 and the reduction amount is 0.15, the maximum value will be reduced to 0.85, so the effect duration the second time the special effect is applied will be 85% of the base time.
[0075] Note that some special effects (for example, Attack Down and Defense Down) have a reduction of 0. Therefore, even if a second Defense Down occurs consecutively during the duration of the first Defense Down, the maximum value of the resistance gauge will not decrease. In other words, no matter how many times an enemy character receives Defense Down, the duration of the effect will not change.
[0076] The basic time item stores the basic time that the special effect given to the enemy character lasts. However, the effect duration is calculated by multiplying the basic time by the maximum value of the resistance gauge. Therefore, if the maximum value of the resistance gauge decreases, the effect duration will be shortened.
[0077] The recovery amount field stores the amount of recovery per unit time required for the resistance gauge to recover from its minimum value to its maximum value. The larger the recovery amount, the longer the duration of the special effect when it is applied to an enemy character again after the cooldown period has expired.
[0078] 5 is a diagram showing an example of fluctuations in the resistance gauge, and an example of a resistance gauge set for slow will be described in FIG.
[0079] The resistance gauge is an example of a management parameter that manages the duration of each special effect set for an enemy character. For each enemy character, a resistance gauge is set for each active special effect. For example, if the active special effects for one enemy character are paralysis and attack down, one resistance gauge is set for each paralysis and attack down.
[0080] (1) Initial value of the resistance gauge The resistance gauge can take on values ranging from a minimum of 0.00 to a maximum of 1.00. The minimum and maximum values of the resistance gauge set for each enemy character can be varied between 0.00 and 1.00. The resistance gauge shown in Figure 5 has a minimum value of 0.40 and a maximum value of 1.00.
[0081] (2) The current value of the resistance gauge immediately after receiving a special effect When an enemy character is hit by a special effect, the effect duration is calculated by multiplying the base time set for each enemy character by the current value of the resistance gauge. Here, since the current value of the resistance gauge is the maximum value 1.00 shown in (1), the effect duration is the same as the base time.
[0082] When an enemy character is subjected to a special effect, the management parameter variation unit 44 immediately resets the resistance gauge to its minimum value. For example, the resistance gauge shown in FIG. 5 is reset to its minimum value of 0.40. When the special effect ends, the maximum value of the resistance gauge decreases by a fixed amount. For example, the maximum value of the resistance gauge changes from the original value of 1.00 to 0.85, which is calculated by subtracting 0.15, the decrease amount of 0.15 multiplied by the number of times the special effect has been applied.
[0083] (3) Resistance gauge recovery Once reset to its minimum value, the resistance gauge recovers at a constant rate after a cooldown period has elapsed. The cooldown period is an example of a period of time in which the resistance gauge does not fluctuate from its minimum value to its maximum value after the enemy character has entered a special effect state. The cooldown period is a fixed value, and the resistance gauge does not recover during the cooldown period. The cooldown period is set for each enemy character or each special effect.
[0084] (4) The current value of the resistance gauge after receiving the same special effect multiple times. If an enemy character is hit by the same special effect multiple times, the maximum value of the resistance gauge will decrease to the minimum value. After that, the resistance gauge will not recover and the effect duration will be fixed.
[0085] If the current value of the resistance gauge is 0, the effect time is 0, so no special effect is applied to the enemy character. In other words, any special effect the enemy character receives is completely nullified. For example, even if an ally character applies a slow special effect to an enemy character, the enemy character will not be slowed.
[0086] Next, the fluctuation of the resistance gauge will be explained using a specific example.
[0087] First, an example of basic variations of the resistance gauge will be described with reference to FIGS. Figure 6 is a time table showing how each parameter changes after the special effect occurs until the resistance gauge recovers. The cooldown is 5 seconds, which is longer than the effect duration, for example, the basic time of 3 seconds associated with Slow.
[0088] The timetable shown in FIG. 6 has the following items: No., scene, state, duration of effect [seconds], counter, maximum value of resistance gauge, and current value of resistance gauge. The No. field stores a sequential number indicating the order of the scenes. However, the order may change if it refers to a period such as a cool down. The scene item stores the scene that shows the change in parameters after an encounter with an enemy character. The scene is explained below by correlating the value of the No. item in the time table with the value of the No. item in the time chart that shows the fluctuation of the resistance gauge. The effect duration item stores the effect duration calculated when a special effect occurs.
[0089] The counter item stores the value of the special effect applied counter, which is incremented by 1 when the special effect ends, i.e., when the effect duration ends. The special effect applied counter stores a count of the number of special effects, which indicates the number of times an enemy character has changed into a special effect state. The number of special effects is used to calculate the maximum value of the resistance gauge. However, if the same special effect occurs again before the effect duration of a certain special effect ends, the effect duration is extended and the special effect applied counter is not incremented. In this case, the special effect applied counter is incremented when the effect duration of the re-occurring special effect ends.
[0090] The maximum value of the resistance gauge is stored in the maximum resistance gauge value item. The current value of the resistance gauge is stored in the resistance gauge current value item.
[0091] 7 is a diagram showing fluctuations in the tolerance gauge. The tolerance gauge is indicated by a thick solid line in the figure. In the following explanation, fluctuations in the tolerance gauge will be explained in association with the order of the scenes in the timetable shown in FIG.
[0092] (1) Immediately after encountering the enemy Immediately after encountering an enemy, the enemy character is in its normal state. Also, since the enemy character is not receiving any special effects, the effect duration is 0 seconds and the special effect applied counter is 0. Also, the maximum value of the resistance gauge is 1.0, and the current value of the resistance gauge is 1.0.
[0093] (2) Special effects occur An attack by an ally character, etc., causes a special effect on an enemy character. At this time, the base time of 3.0 seconds is multiplied by the maximum value of the resistance gauge, 1.0, to calculate the effect duration as 3.0 seconds. Since the effect duration is calculated by multiplying the maximum value of the resistance gauge, 1.0, the maximum value of the resistance gauge is also referred to as the "effect duration multiplier" in the diagram. When a special effect occurs, the resistance gauge is reset to its minimum value, so the current value becomes 0.4. Additionally, the enemy character changes from its normal state to a special effect state.
[0094] (3) During cooldown During the cooldown, the special effect remains active, and the duration remains unchanged at 3.0 seconds. The resistance gauge's maximum value of 1.0 and current value of 0.4 also remain unchanged.
[0095] (4) Special effects end When the effect time ends, the special effect ends. As a result, the enemy character returns to its normal state, and 1 is added to the special effect applied counter. When the enemy character changes to the special effect state, the management parameter variation unit 44 subtracts the value obtained by multiplying the number of special effects by a specified decrease amount from the initially set maximum value. This process updates the maximum value of the resistance gauge. For example, the management parameter variation unit 44 subtracts 0.15, which is the product of the decrease amount of 0.15 multiplied by 1, the number of special effects, from the original maximum value of 1.0, to calculate the maximum value of the resistance gauge as 0.85. Note that the current value of the resistance gauge, 0.4, remains unchanged.
[0096] (5) Cooldown ends The end of the cooldown triggers the current value of the resistance gauge to begin recovering from its minimum value towards its maximum value. The current value of the resistance gauge then recovers at a set automatic recovery rate per frame. As the resistance gauge recovers, its current value becomes greater than 0.4. For this reason, the timetable describes the current value of the resistance gauge as "recovering."
[0097] (6) Gauge recovery complete The end of the resistance gauge recovery occurs when the current value of the resistance gauge is restored to its maximum value. Therefore, when the resistance gauge finishes recovering, its current value is 0.85, the same as its maximum value.
[0098] Next, an example of fluctuations in the resistance gauge when the same special effect occurs again while the resistance gauge is recovering will be described with reference to FIGS. 8 and 9. FIG. Figure 8 is a timetable showing how each parameter changes when the same special effect occurs again while the resistance gauge is recovering. The timetable configuration is the same as the timetable shown in Figure 6. The cooldown is 5 seconds, which is longer than the effect duration, i.e., the base time of 3 seconds. FIG. 9 is a diagram showing fluctuations in the resistance gauge.
[0099] Since (1) to (5) shown in the timetable of FIG. 8 are the same as those in the timetable of FIG. 6, detailed explanations will be omitted.
[0100] (6) Special effects reoccur If the enemy character is subjected to the same special effect while the resistance gauge is recovering after the cooldown period has ended, the special effect will occur again. Assume that the current value of the resistance gauge has recovered to 0.5 at the time the special effect occurs again. The enemy character changes from its normal state to its special effect state upon receiving the special effect. In this way, when the enemy character is subjected to a special effect again after the special effect state ends, the management parameter variation unit 44 updates the effect duration by multiplying the initially set base time by the current value of the resistance gauge at the time the enemy character changes to the special effect state. For example, the management parameter variation unit 44 calculates the effect duration as 1.5 seconds, calculated by multiplying the base time of 3 seconds by the current value of the resistance gauge, 0.5. The management parameter variation unit 44 resets the current value of the resistance gauge to 0.4. The maximum value of the resistance gauge, 0.85, remains unchanged.
[0101] (7) During cooldown During the cooldown, the special effect remains active, and the duration remains unchanged at 1.5 seconds. The maximum value of the resistance gauge (0.85) and the current value (0.4) also remain unchanged.
[0102] (8) Special effects end When the effect time expires, the special effect ends. As a result, the enemy character returns to its normal state. The management parameter variation unit 44 increments the special effect applied counter by 1, making the value 2. The management parameter variation unit 44 also calculates the maximum value of the resistance gauge to be 0.7, which is 0.85 before the special effect was applied minus a fixed decrease of 0.15. In other words, the management parameter variation unit 44 subtracts the decrease of 0.15 multiplied by the number of times the special effect was applied (2) from the original maximum value of 1.0, to calculate the maximum value of the resistance gauge as 0.7. The current value of the resistance gauge, 0.4, remains unchanged.
[0103] (9) Cooldown ends The end of the cooldown triggers the current value to begin recovering towards its maximum value. The current value of the resistance gauge is then recovered by the specified automatic recovery amount per frame.
[0104] (10) Gauge recovery complete The end of the resistance gauge recovery occurs when the current value of the resistance gauge is restored to its maximum value. Therefore, when the resistance gauge finishes recovering, its current value is 0.7, the same as its maximum value.
[0105] Furthermore, even if an enemy character is hit with a special effect and enters cooldown, and then hits the same special effect again during cooldown, the current value of the resistance gauge will remain at the minimum value of 0.4. However, the content and duration of the special effect can vary depending on the game's specifications.
[0106] (Pattern 1) The special effect remains the same, but the duration is extended. As with FIG. 13, which will be described later, the duration of the special effect is extended when the enemy character receives it again.
[0107] (Pattern 2) Special effects are stacked and the effect duration is extended. For example, suppose there is a defense down special effect that reduces the defense of an enemy character by 30. After the first defense down special effect reduces the enemy character's defense by 30, if the enemy character is hit with the same defense down special effect again, the enemy character's defense will be reduced by another 30. In other words, the enemy character's defense will be reduced by 60 from its initial value. Also, in pattern 2, the duration of the special effect is extended.
[0108] (Pattern 3) The special effect remains unchanged and the duration of the effect is not extended. In Pattern 3, even if an enemy character receives the defensive power down special effect explained in Pattern 2 twice, the enemy character's defensive power will remain 30 points lower than the initial value. Also, the effect duration is not extended, so the special effect will end when the initial effect duration ends.
[0109] Next, an example of fluctuation of the resistance gauge when an invalidation time is set will be described with reference to FIGS.
[0110] In the game according to this embodiment, for example, if the enemy character is a boss character, resistance is given to the enemy character in an initial state to prevent the enemy character from being frozen or paralyzed immediately after the start of the battle and being unable to fight. Therefore, a nullification time is provided in which the enemy character is not subjected to special effects for a certain period of time immediately after the start of the battle and the special effects are nullified.
[0111] FIG. 10 is a time table showing how each parameter changes when an invalidation time is set for the resistance gauge. FIG. 11 is a diagram showing fluctuations in the resistance gauge.
[0112] (1) Immediately after encountering the enemy Immediately after encountering the enemy, the enemy character is in a normal state. The management parameter variation unit 44 sets the current value of the resistance gauge to 0 during the invalidation time when the change to the special effect state is invalidated. Since the enemy character is not receiving a special effect, the effect time is 0 seconds, and the special effect applied counter is 0 times. In addition, the maximum value of the resistance gauge is 1.0.
[0113] (2) During the invalidation period During the invalidation time, even if the enemy character is subjected to a special effect, the effect time is calculated as 0 by multiplying the base time by the current value of 0. In other words, since the special effect is invalidated, the enemy character remains in its normal state.
[0114] (3) End of invalidation time The end of the invalidation time is used as a trigger for the management parameter variation unit 44 to reset the current value of the resistance gauge from 0 to the minimum value of 0.4. Then, after the invalidation time has elapsed, the management parameter variation unit 44 varies the resistance gauge from the minimum value toward the maximum value, causing it to recover. The current value of the resistance gauge recovers by a specified automatic recovery amount per frame.
[0115] (4) Gauge recovery complete When the resistance gauge finishes recovering, the current value of the resistance gauge becomes the maximum value of 1.0. From then on, the process is the same as No. (2) and onwards, which shows the changes in parameters until the resistance gauge recovers after the special effect is activated, as explained with reference to Figures 6 and 7.
[0116] Next, an example of fluctuations in the resistance gauge when a new special effect is overwritten on an active special effect after the resistance gauge has recovered will be described with reference to Figures 12 and 13. Here, we will explain the flaming of the special effect table 60 in Figure 4. The extension of the effect duration is also called the special effect being overwritten.
[0117] Figure 12 is a time table showing how each parameter changes when a special effect is overwritten. The cooldown is 0.5 seconds. As shown in Figure 4, the effect duration is shorter than the basic time of 10 seconds associated with burning, for example, and the maximum reduction amount is 0.05. FIG. 13 is a diagram showing fluctuations in the resistance gauge.
[0118] (1) Immediately after encountering the enemy Immediately after encountering an enemy, the enemy character is in its normal state. Also, since the enemy character is not receiving any special effects, the effect duration is 0 seconds and the special effect applied counter is 0. Also, the maximum value of the resistance gauge is 1.0, and the current value of the resistance gauge is 1.0.
[0119] (2) Special effects occur A special effect occurs when an ally character attacks. When this happens, the base time of 10 seconds is multiplied by the maximum value of the resistance gauge (1.0), resulting in a 10-second effect duration. The resistance gauge is reset to its minimum value, so the current value is 0.7.
[0120] (3) During cooldown During the cooldown, the special effect remains active and the duration remains unchanged at 10 seconds. The resistance gauge's maximum value of 1.0 and current value of 0.7 also remain unchanged.
[0121] (4) Cooldown ends The end of the cooldown triggers the current value to begin recovering, and the current value of the resistance gauge recovers by a set amount per frame. As the resistance gauge recovers, the current value becomes greater than 0.7. For this reason, the timetable describes the current value of the resistance gauge as "recovering."
[0122] (5) Gauge recovery complete When the resistance gauge finishes recovering, its current value is 1.0, the same as the maximum value. Note that the special effect has not ended at this point.
[0123] (6) Special effects reoccur Before the first special effect ends, the special effect occurs again on the enemy character due to an attack by an ally character, etc. In this way, if the enemy character is subjected to the same special effect again before the special effect state ends, the basic parameter variation unit 45 extends the effect time while maintaining the maximum value of the resistance gauge. The extended effect time is calculated by multiplying the basic time of 10 seconds by the maximum value of the resistance gauge, 1.0, to get 10 seconds.
[0124] Also, if the effect duration is extended by overwriting a special effect, the effect duration is calculated based on the maximum value of the resistance gauge (effect duration multiplier) at the time the special effect occurred before the overwrite. Therefore, even if the special effect occurs again, the maximum value of the resistance gauge will not decrease and will remain at 1.0. Also, the resistance gauge will not be reset to the minimum value, so the current value will remain at 1.0.
[0125] (7) Special effect overwrite The special effect will continue for the duration of the overwritten special effect. As mentioned above, the effect lasts for 10 seconds. Also, the enemy character will remain under the special effect for the duration of the effect. The maximum value of the resistance gauge (1.0) and the current value (1.0) will remain unchanged.
[0126] (8) Special effects end When the effect time expires, the special effect ends. As a result, the enemy character returns to its normal state. Also, 1 is added to the special effect applied counter. The management parameter variation unit 44 subtracts 0.05, which is the product of the reduction amount of 0.05 multiplied by 1, the number of times the special effect has been applied, from the original maximum value of 1.0, to calculate the maximum value of the resistance gauge as 0.95. The current value of the resistance gauge, 1.0, remains unchanged.
[0127] (9) Special effects reoccur When an enemy character is in a normal state, a special effect occurs again due to an attack by an ally character. At this point, the second special effect has ended. Therefore, the base time of 10 seconds is multiplied by the maximum value of the resistance gauge, 0.95, to calculate the effect duration as 9.5 seconds. The resistance gauge is reset to its minimum value, so the current value is 0.7.
[0128] (10) During cooldown During the cooldown, the special effect remains active, and the duration remains unchanged at 9.5 seconds. The maximum value of the resistance gauge (0.95) and the current value (0.7) also remain unchanged.
[0129] (11) Cooldown ends The end of the cooldown triggers the current value to begin recovering, and the current value of the resistance gauge recovers by a set amount per frame. As the resistance gauge recovers, the current value becomes greater than 0.7. For this reason, the timetable describes the current value of the resistance gauge as "recovering."
[0130] (12) Gauge recovery complete When the resistance gauge finishes recovering, its current value is 0.95, the same as the maximum value.
[0131] (13) Special Effects End When the effect time expires, the special effect ends. As a result, the enemy character returns to its normal state. The management parameter variation unit 44 adds 1 to the special effect applied counter, setting its value to 2. The management parameter variation unit 44 also calculates the maximum value of the resistance gauge to 0.9, which is the value before the special effect was applied, minus a fixed decrease of 0.05. In other words, the maximum value of the resistance gauge is calculated as 0.9 by subtracting 0.1, which is the decrease of 0.05 multiplied by the number of times the special effect was applied, "2", from the original maximum value of 1.0. The current value of the resistance gauge, 0.95, remains unchanged.
[0132] [Example of processing by an information processing terminal] Next, an example of the process of varying the basic parameters and the management parameters by the information processing terminal 2 will be described with reference to FIGS.
[0133] FIG. 14 is a flowchart showing an example of the first half of the basic parameter variation process. FIG. 15 is a flowchart showing an example of the second half of the basic parameter variation process.
[0134] First, when a friendly character encounters an enemy character (S1), this process begins. The basic parameter variation unit 45 determines whether or not a special effect has been given to the enemy character (S2). If a special effect has not been given to the enemy character, the basic parameter variation unit 45 transitions to step S11 in FIG. 15, which is connected by identifier A.
[0135] If a special effect has been given to the enemy character (YES in S2), the basic parameter variation unit 45 determines whether or not the same special effect as the special effect given in step S2 is currently occurring (S3). If the same special effect is currently occurring (YES in S3), the basic parameter variation unit 45 adds the effect time (S4) and proceeds to step S11.
[0136] If the same special effect is not occurring (NO in S3), the basic parameter variation unit 45 transitions to the management parameter variation process shown in Fig. 16 (S5). When the management parameter variation process in step S5 ends, the basic parameter variation unit 45 starts a cool down time (S6).
[0137] Next, the basic parameter variation unit 45 determines whether the cooldown has ended (S7). During the cooldown, the resistance gauge remains at its minimum value, and if the cooldown has not ended (NO in S7), the determination in step S7 is repeated. Once the cooldown has ended (YES in S7), the basic parameter variation unit 45 varies the current value of the resistance gauge from its minimum value toward its maximum value (S8), and returns the process to step S2.
[0138] Furthermore, a special effect occurs simultaneously with the start of the cooldown time in step S6. Due to the occurrence of the special effect, the enemy character changes from a normal state to a special effect state (S9). The basic parameter variation unit 45 varies the basic parameters of the enemy character as a result of the enemy character's change to the special effect variation state (S10). For example, if the special effect is paralysis, the enemy character's speed, which is one of its basic parameters, becomes 0, and the enemy character stops moving. After step S10, the basic parameter variation unit 45 transitions to step S11 in FIG. 15 connected by identifier B.
[0139] Next, the basic parameter variation unit 45 determines whether the effect time has ended (S11). If the effect time has not ended (NO in S11), the process proceeds to step S16. If the effect time has ended (YES in S11), the enemy character changes from the special effect state to the normal state (S12). Therefore, the basic parameter variation unit 45 resets the basic parameters of the enemy character (S13) and adds 1 to the special effect applied counter (S14). By returning from the special effect state to the normal state, the basic parameters of the enemy character are reset, and the enemy character returns to its original state before the special effect was applied. For example, if the enemy character has a slow special effect, the slow will disappear and the enemy character will be able to move with its original speed. In addition, when the special effect of reducing the enemy character's defense power is removed, the enemy character's defense power will return to its original state.
[0140] After the special effect applied counter is incremented by 1 in step S14, the management parameter varying unit 44 decreases the maximum value of the resistance gauge (S24). The maximum value of the resistance gauge is calculated using the following formula (1).
[0141] Current maximum value of resistance gauge = Initial maximum value of resistance gauge - Counter value after applying special effects × Decrease in maximum value …(1)
[0142] Next, the basic parameter variation unit 45 determines whether or not the enemy encounter is continuing (S16). If the enemy encounter is continuing (YES in S16), the process proceeds to step S2 in Fig. 14 connected by identifier D. If the enemy encounter is not continuing (NO in S16), the basic parameter variation unit 45 determines whether or not the battle has ended (S17).
[0143] If the battle ends because the friendly character has won or lost to the enemy character (YES in S17), the basic parameter variation unit 45 resets the basic parameters of the enemy character, and the management parameter variation unit 44 resets the management parameters of the enemy character (S18), and this processing ends.
[0144] On the other hand, if the battle has not ended (NO in S17), for example, because an ally character escapes from an enemy character, this process ends. In this case, the basic parameters and management parameters of the enemy character have not been reset, so if the ally character encounters the enemy character again, the battle will resume in the state it was in before the ally character escaped. Note that the basic parameters and management parameters of the enemy character may be reset after a certain period of time has passed.
[0145] FIG. 16 is a flowchart showing an example of the management parameter variation process.
[0146] First, the management parameter variation unit 44 determines whether the current value of the tolerance gauge is 0 (S21). If the current value of the tolerance gauge is 0 (YES in S21), the current time corresponds to the invalidation time shown in Fig. 11. Therefore, the management parameter variation unit 44 determines whether the invalidation time has ended (S22).
[0147] If the invalidation time has not ended (NO in S22), the management parameter variation unit 44 transitions to step S16 in FIG. 15, which is connected by identifier C. On the other hand, if the invalidation time has ended (YES in S22), the management parameter variation unit 44 resets the current value of the tolerance gauge from 0 to the minimum value (e.g., 0.4), and varies it from the minimum value toward the maximum value (S23). The process of resetting the current value from 0 to the minimum value is performed only immediately after the invalidation time has ended; thereafter, only the process of varying the current value of the tolerance gauge from the minimum value toward the maximum value is performed. After step S23, the management parameter variation unit 44 transitions to step S16 in FIG. 15, which is connected by identifier C.
[0148] If the current value of the resistance gauge is not 0 in step S21 (NO in S21), the management parameter variation unit 44 calculates the effect duration (S24). The effect duration is calculated by multiplying the base time by the current value of the resistance gauge using the following calculation formula (2).
[0149] Effect duration = Base time x Current value of resistance gauge … (2)
[0150] Next, the management parameter variation unit 44 varies the current value of the resistance gauge to its minimum value (S25). Next, the management parameter variation unit 44 determines whether there are any other resistance gauges linked to the resistance gauge whose current value has been varied (S26). The management parameter variation unit 44 associates one or more other special effect states with a specific special effect state, and varies the other resistance gauges corresponding to the other special effect states in accordance with the variation of one resistance gauge corresponding to the specific special effect state. For this reason, for example, when varying the resistance gauge for one of the restraint effects (slow) shown in the special effect table 60 of FIG. 4, the management parameter variation unit 44 also determines to vary the resistance gauges for other restraint effects (paralysis, freezing) in the same manner as the resistance gauge for slow.
[0151] If there is no other resistance gauge that is linked (NO in S26), the management parameter variation unit 44 returns to the processing of step S6 in FIG. 14. If there is another resistance gauge that is linked (YES in S26), the management parameter variation unit 44 decreases the maximum value of the linked resistance gauge (S27). For example, if the management parameter variation unit 44 decreases the maximum value of the resistance gauge for slow to 0.85, the management parameter variation unit 44 also decreases the maximum value of the resistance gauge for other restraint effects (paralysis, freezing) to 0.85. Next, the management parameter variation unit 44 decreases the current value of the linked resistance gauge to its minimum value (S28), and returns to the processing of step S6 in FIG. 14. Thereafter, the current value of the linked resistance gauge changes in the same way as the current value of the original resistance gauge determined in step S26.
[0152] In the program for providing a game according to one embodiment described above, a resistance gauge is provided as a parameter for managing special effects given to enemy characters. The resistance gauge manages the duration of the special effect that occurs on the enemy character. When a special effect occurs on an enemy character, the duration of the effect applied to the enemy character is the number of seconds obtained by multiplying an initially set base time by the current value of the resistance gauge. Since the duration of the effect changes depending on the player's operation, the player must consider what operation is effective in extending the duration of the effect, which provides more enjoyment than conventional games in which it is sufficient to simply generate a special effect.
[0153] Furthermore, when a special effect is activated, the resistance gauge is reset to its minimum value, but once the cooldown period ends, it begins to recover toward its maximum value. However, the maximum value has already decreased by the amount set for each special effect when the special effect is activated. Therefore, even if the same special effect is activated again, its duration will be shorter than that of the first special effect. This is the same as the enemy character becoming resistant to the special effect, so the player must take various actions, such as trying to inflict a different special effect on the enemy character, which adds to the excitement of the game.
[0154] In addition, different resistance gauges are provided for different types of special effects, so the duration of the effect can be varied depending on the type of special effect. Furthermore, the initial resistance to special effects and the rate at which resistance to special effects increases depending on the number of times a special effect occurs can be controlled for each enemy character using the resistance gauge. Resistance to special effects is calculated by subtracting the value obtained by multiplying the number of times a special effect has been received by the amount of reduction from the initial maximum value of the resistance gauge. The more times a special effect has been received, the more the maximum value decreases, and the shorter the duration of the effect.
[0155] Furthermore, if the enemy character has special properties, such as a boss, the resistance gauge is provided with a nullification time that nullifies special effects immediately after an encounter. During the nullification time, special effects given to the enemy character are nullified, which in particular prevents the enemy character from becoming immobile immediately after an encounter due to special effects that restrict the enemy character's movement, such as paralysis or freezing.
[0156] Furthermore, if the occurrence of one of the special restraint effects causes the resistance gauge to change and be reset to its minimum value, the resistance gauges for other restraint effects will also change and be reset to their minimum values. Furthermore, the maximum values of each resistance gauge against restraint effects will decrease in accordance with the decrease in the maximum value of one resistance gauge. By linking the changes in the resistance gauges for restraint effects in this way, it is possible to prevent enemy characters from being immobilized for long periods of time by various restraint effects.
[0157] [Variations] The resistance gauge according to the above-described embodiment is used for internal processing in the game program and is not displayed on the game screen, although an image showing the recovery status of the resistance gauge may be displayed on the game screen.
[0158] The occurrence of a special effect may lower the basic parameters of an enemy character by a predetermined percentage. For example, in the case of a defense down effect that lowers the defensive power of an enemy character, the defensive power may be lowered by a predetermined percentage when the special effect is activated.
[0159] FIG. 17 is a diagram showing how the defensive power of an enemy character is reduced by a predetermined percentage when a special effect is generated. Here, the predetermined percentage is 50%, and the amount by which the defensive power is reduced from the current value is the value obtained by subtracting the lower limit value from the current value of the defensive power and multiplying that value by the predetermined percentage. However, even if a special effect is generated repeatedly, the defensive power will not fall below the lower limit value. All of the following processing is performed by the basic parameter variation unit 45. (1) Before special effects occur The initial setting value for the enemy character's defensive power is 1000, and the lower limit is 800. The shaded portion of the bar shown as defensive power in the figure changes depending on the occurrence of special effects. (2) First occurrence of special effect When an enemy character is subjected to a special effect, the current value before the special effect is 1000 is subtracted by the lower limit value of 800 (200), and the result is multiplied by 50% to calculate a decrease of 100. The decrease of 100 is then subtracted from the current defensive power value of 1000. As a result, the current defensive power value becomes 900. (3) Second occurrence of special effect When the enemy character is further subjected to a special effect, the current value before the special effect of 900 is subtracted by the lower limit of 800 to get 100, which is then multiplied by 50% to calculate a decrease of 50. The decrease of 50 is then subtracted from the current defensive power value of 900. As a result, the current defensive power value becomes 900.
[0160] The basic parameters of an enemy character may also include, for example, physical defense power and magical defense power. In the above-described embodiment, a single resistance gauge is provided that combines physical defense power and magical defense power. However, different resistance gauges may be provided for different types of defense power. For example, if a special effect is applied to physical defense power, only the physical defense power may change, and the magic defense power may not be affected by the special effect.
[0161] Furthermore, although the resistance gauge in the above-described embodiment is used to manage the duration of an effect, it may also be used to manage the success rate of a special effect. For example, if the maximum value of the resistance gauge, 1.0, represents a 100% success rate and the minimum value, 0, represents a 0% success rate, and if the current value of the resistance gauge is 0.7, the special effect may be applied to the enemy character with a 70% success rate. Here, after a player applies a special effect to an enemy character, there may be a cooldown period or the current value of the resistance gauge may be recovering from its lowest value for a while. If a special effect is applied to an enemy character consecutively, the success rate decreases, making it difficult to apply the special effect to the enemy character. In this case, since the player attempts to apply the special effect to the enemy character when the current value of the resistance gauge is high, monotonous operations such as repeatedly applying the special effect in a short period of time are disadvantageous to the player. This increases the player's interest in considering effective operation methods.
[0162] Furthermore, although the current value of the resistance gauge in the above-described embodiments is used to determine the duration of the effect, it may also be used to determine the effect strength of the special effect. For example, if the special effect is slow, the enemy character's speed may be reduced to a value multiplied by the maximum value of the resistance gauge. Also, if the special effect is defense down, the enemy character's defense may be reduced to a value multiplied by the maximum value of the resistance gauge.
[0163] Furthermore, although the minimum value of the resistance gauge in the above-described embodiment is a value greater than 0, the minimum value may also be 0. In this case, if the basic duration of the special effect given to the enemy character is 10 seconds, the effect duration is calculated as 0 seconds, which is 10 seconds multiplied by 0. For example, the current value of the resistance gauge may be set to 0 when the enemy character transforms or changes mode. In this case, the resistance gauge changes, including the nullification time shown in FIG. 11, and when the nullification time has elapsed, the current value of the resistance gauge changes from the minimum value to the maximum value.
[0164] In the above-described embodiment, the information processing terminal 2 mainly performs game processing in a server-client system, but the functional units, programs, and data of the management parameter variation unit 44, basic parameter variation unit 44, and drawing unit 46 may be located in the game server 1. In this case, a player can display the game on the information processing terminal 2 using a web browser or the like and play the game. Furthermore, the information processing terminal 2, which does not communicate with the game server 1, may contain programs and data capable of executing all functions necessary for game processing. In this case, the game system 10 may be configured with only the information processing terminal 2.
[0165] The present invention is not limited to the above-described embodiment, and it goes without saying that various other applications and modifications are possible without departing from the gist of the present invention as set forth in the claims. For example, the above-described embodiment has described the system configuration in detail and specifically to clearly explain the present invention, and is not necessarily limited to a system including all of the described configurations. Furthermore, it is also possible to add, delete, or replace part of the configuration of this embodiment with other configurations. In addition, the control lines and information lines shown are those that are considered necessary for the explanation, and do not necessarily show all the control lines and information lines in the product. In reality, it can be assumed that almost all components are interconnected. [Explanation of symbols]
[0166] 1...game server, 2...information processing terminal, 10...game system, 44...management parameter variation section, 45...basic parameter variation section, 46...drawing section, 47...image output section, 48...output section, 49...storage section, 50...basic parameter table, 60...special effect table
Claims
1. A program for providing a game in which basic parameters are set for each type of object and management parameters are set to vary the basic parameters by varying within a range of a plurality of thresholds, a step of varying the management parameter in accordance with a type of special effect state that the object undergoes a special effect under a predetermined condition changes from its normal state; a procedure for varying the basic parameters in accordance with the variation of the management parameters; A program that is executed by a computer.
2. The management parameter is changed from a first threshold value to a second threshold value at the timing when the object changes to the special effect state, and then the management parameter is changed from the second threshold value to the first threshold value in accordance with the progress of the game. The program according to claim 1.
3. The first threshold is set to be greater than the second threshold. The program according to claim 2.
4. The effect amount that changes based on the special effect state is calculated based on the value of the management parameter at the time when the object changes to the special effect state. The program according to claim 3.
5. The effect amount is the duration of the special effect state. The program according to claim 4.
6. The effect amount is the amount of change in the basic parameter due to the special effect state. The program according to claim 4.
7. After the object changes to the special effect state, a non-fluctuating time is provided during which the object does not fluctuate from the second threshold value to the first threshold value. The program according to claim 5.
8. After the special effect state ends, count the number of times the object has changed to the special effect state. The program according to claim 7.
9. When the object changes to the special effect state, a value obtained by multiplying the number of times the special effect is applied and a specified reduction amount is subtracted from the initially set first threshold value. The program according to claim 8.
10. When the object receives the special effect again after the special effect state ends, the effect time is updated by multiplying the initially set effect time by the value of the management parameter at the time when the object changes to the special effect state. The program according to claim 9.
11. If the object receives the same special effect again before the special effect state ends, the effect time is extended while the management parameter maintains the first threshold value. The program according to claim 10.
12. The value of the management parameter is set to zero during a disabling time during which the change to the special effect state is disabled, and after the disabling time has elapsed, the management parameter is varied from the second threshold value toward the first threshold value. The program according to claim 5.
13. One or more other special effect states are linked to a specific special effect state, and in accordance with a change in one of the management parameters corresponding to the specific special effect state, other management parameters corresponding to the other special effect states are changed. The program according to claim 5.
14. 1. A method for varying management parameters for a game, in which basic parameters are set for each type of object, and management parameters are set to vary the basic parameters by varying within a range of a plurality of thresholds, a step of varying the management parameter in accordance with the type of special effect state that the object undergoes a special effect under a predetermined condition changes from its normal state; and varying the basic parameters in accordance with the variation of the management parameters. Control parameter variation method.
15. A game device for providing a game in which basic parameters are set for each type of object, and management parameters are set to vary the basic parameters by varying within a range of a plurality of thresholds, a management parameter varying unit that varies the management parameters in accordance with the type of special effect state that the object that has received a special effect under a predetermined condition changes from its normal state; a basic parameter varying unit that varies the basic parameters in accordance with the variation of the management parameters. Game device.
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