Program
The program adjusts area sizes and game effects based on player speed, addressing inconsistent difficulty in games, ensuring engaging and balanced gameplay.
Patent Information
- Application Number
- JP2025153730
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-09-17
- Publication Date
- 2026-02-24
AI Technical Summary
Existing games that allow players to collect field objects lack the ability to dynamically adjust difficulty levels based on player movement speed, leading to inconsistent gameplay experiences.
A program that adjusts the size of areas around player characters and objects in response to changes in movement speed, enabling game effects only when specific conditions are met, thereby dynamically adjusting difficulty.
Enhances gameplay enjoyment by maintaining appropriate difficulty levels regardless of player speed, ensuring challenging and rewarding interactions with game objects.
Smart Images

Figure 2026031538000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program. [Background technology]
[0002] A known example of an invention related to a conventional program is a game device described in Patent Document 1. Field objects are set so that they can be freely collected by a player character who is controlled to move freely around the field by a game program based on the player's operation of a controller. Each field object is set with a material item that is collected by the player character in the field and stored in memory as the player character's possession. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6723795 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, in games in which a player character can collect field objects, there is a demand for games that the player can enjoy playing.
[0005] Therefore, an object of the present invention is to provide a program that allows players to enjoy playing a game. [Means for solving the problem]
[0006] The first aspect is The program causes a control device of a computer to execute a movement process, an area setting process, and an effect generation process; the first object is a player character that moves on the field in response to an operation by the player; (a) the moving process moves the first object in the field; in the area setting process, the first area or the second area is set so that a size of the first area including the first object or a size of the second area including the second object changes when a speed of the first object changes; (b) the moving process moves the first object and / or the second object in the field; in the area setting process, the first area or the second area is set such that a size of the first area including the first object or a size of the second area including the second object changes when a magnitude of a relative velocity of the first object with respect to the second object changes; In the effect generation process of (a) or (b), when a first generation condition is satisfied, a game effect is generated between the first object and the second object; The first occurrence condition of (a) or (b) includes the second object being located in the first area, or the first object being located in the second area. It is a program.
[0007] The second aspect is The program causes a control device of a computer to execute a movement process, an area setting process, and an effect generation process; the first object is a player character that moves on the field in response to an operation by the player; the moving process includes moving the first object in the field at a speed according to a speed parameter set for the first object; in the area setting process, the first area or the second area is set so that a size of the first area including the first object or a size of the second area including the second object changes when a magnitude of the speed parameter changes; in the effect generation process, when a first generation condition is satisfied, a game effect is generated between the first object and the second object; the first occurrence condition includes the second object being located in the first area or the first object being located in the second area. It is a program.
[0008] The third aspect is the game effect is an effect in which the first object acquires the second object or a third object contained in the second object; The program according to the first or second aspect.
[0009] The fourth aspect is the game effect is an effect of activating a mechanism in the field or an effect of causing a change in a parameter of the second object; The program according to the first or second aspect.
[0010] The fifth aspect is When the speed of the first object or the magnitude of the relative speed of the first object with respect to the second object increases, the size of the first area or the size of the second area increases. The program according to any one of the first to fourth aspects.
[0011] The sixth aspect is When the speed of the first object or the magnitude of the relative speed of the first object with respect to the second object increases, the size of the first area or the size of the second area decreases. The program according to any one of the first to fourth aspects.
[0012] The seventh aspect is the moving process includes moving a fourth object in the field; the first object and the fourth object are player characters; in the area setting process, the fourth area or the second area is set such that a size of the fourth area including the fourth object or a size of the second area including the second object changes when a speed of the fourth object or a magnitude of a relative speed of the fourth object with respect to the second object changes; In the effect generation process, when a second generation condition is satisfied, a game effect is generated between the fourth object and the second object; the second occurrence condition includes the second object being located in the fourth area or the fourth object being located in the second area. A program according to aspect 6.
[0013] The eighth aspect is When the size of the second object increases, the size of the second area increases. The program according to any one of the first to seventh aspects.
[0014] The ninth aspect is Excluding those that use a motion sensor to detect the movement of a part of the body and operate a weapon object in virtual space. The program according to any one of the first to eighth aspects.
[0015] The tenth aspect is The program is transmitted to the control device of the computer. the first object is a player character that moves on the field in response to an operation by the player; When the speed of the first object is a first speed or the magnitude of the relative speed of the first object with respect to a second object is a first relative speed, and when the distance between the first object and the second object is a first distance, a game effect can be generated between the first object and the second object; when the speed of the first object is a second speed different from the first speed, or when the magnitude of the relative speed of the first object with respect to the second object is a second relative speed different from the magnitude of the first relative speed, when the distance between the first object and the second object is the first distance, no game effect can be generated between the first object and the second object, and when the distance between the first object and the second object is a second distance shorter than the first distance, It is a program.
[0016] The eleventh aspect is Excluding those that use a motion sensor to detect the movement of a part of the body and operate a weapon object in virtual space. A program according to aspect 10. [Effects of the Invention]
[0017] According to the present disclosure, players can enjoy playing games. [Brief explanation of the drawings]
[0018] [Figure 1] FIG. 1 is a block diagram of computers 10, 10a to 10i. [Figure 2] FIG. 2 shows an image displayed on the display 20 of the computer 10. [Figure 3] FIG. 3 shows an image displayed on the display 20 of the computer 10. [Figure 4] FIG. 4 shows an image displayed on the display 20 of the computer 10. [Figure 5] FIG. 5 shows an image displayed on the display 20 of the computer 10. [Figure 6] FIG. 6 shows an image displayed on the display 20 of the computer 10. [Figure 7]FIG. 7 is a flowchart showing the processing performed by the control device 12 in the item acquisition operation. [Figure 8] FIG. 8 shows an image displayed on the display 20 of the computer 10a. [Figure 9] FIG. 9 is a flowchart showing the processing performed by the control device 12 in the target acquisition operation. [Figure 10] FIG. 10 shows an image displayed on the display 20 of the computer 10b. [Figure 11] FIG. 11 shows an image displayed on the display 20 of the computer 10c. [Figure 12] FIG. 12 shows an image displayed on the display 20 of the computer 10c. [Figure 13] FIG. 13 shows an image displayed on the display 20 of the computer 10d. [Figure 14] FIG. 14 is a flowchart showing the processing performed by the control device 12 in the target acquisition operation. [Figure 15] FIG. 15 is an explanatory diagram of the size of the first area A1 in the computer 10e. [Figure 16] FIG. 16 is a flowchart showing the processing performed by the control device 12 in the item acquisition operation. [Figure 17] FIG. 17 shows an image displayed on the display 20 of the computer 10f. [Figure 18] FIG. 18 is an explanatory diagram of the size of the first area A1 in the computer 10g. [Figure 19] FIG. 19 is a diagram showing the relationship between the speed of the player character PC1 and the size of the first area A1. [Figure 20] FIG. 20 is an explanatory diagram of the size of the first area A1 in the computer 10h. DETAILED DESCRIPTION OF THE INVENTION
[0019] (Embodiment) A computer 10 executed by a program PG according to an embodiment of the present disclosure will be described with reference to the drawings.
[0020] [Computer 10 Structure] First, the overall configuration of the computer 10 will be described with reference to the drawings. Figure 1 is a block diagram of the computers 10, 10a to 10i.
[0021] The computer 10 is an information processing device used by a player. The computer 10 is, for example, a game console, a smartphone, a tablet terminal, or a personal computer. The game console may be a portable game console or a stationary game console. As shown in FIG. 1, the computer 10 includes a control device 12, a storage device 14, a network interface 16, a graphics processing unit 18, a display 20, and an operation unit 26.
[0022] The storage device 14 stores programs and data and is, for example, a combination of a read-only memory (ROM), a random access memory (RAM), and a storage (for example, a flash memory or a hard disk).
[0023] The programs include, for example, the following programs: ·OS (Operating System) programs ·Application programs that process information (e.g., web browsers or target apps described below)
[0024] The data includes, for example, the following data: · Databases referenced in information processing · Data obtained by executing information processing (i.e., the results of executing information processing)
[0025] The control device 12 realizes the functions of the computer 10 by executing a program stored in the storage device 14. The control device 12 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)
[0026] The control device 12 includes a movement means 120, an area setting means 122, an effect generation means 124, and a calculation means 128 as functional blocks.
[0027] The network interface 16 controls communication between the computer 10 and an external device, such as a server (not shown). The network interface 16 is, for example, a network interface card, an on-board network interface, or a USB network adapter.
[0028] The graphics processing unit 18 displays an image on the display 20 based on the image data generated by the control device 12. The display 20 is a liquid crystal display or an organic EL (Electro Luminescence) display.
[0029] The operation unit 26 generates an operation signal based on an operation by the player, and outputs the operation signal to the control device 12. The operation unit 26 is, for example, a game pad, a touch panel, a keyboard, a mouse, or a combination of these.
[0030] [Computer 10 Operation] Next, the operation of the computer 10 will be described with reference to the drawings. Figures 2 to 6 show images displayed on the display 20 of the computer 10.
[0031] When the control device 12 of the computer 10 reads out the game program PG stored in the storage device 14, the program PG causes the control device 12 of the computer 10 to execute the operations described below. The game may be a role-playing game, an action game, or the like. The program PG causes the control device 12 of the computer 10 to function as movement means 120, area setting means 122, effect generation means 124, and calculation means 128.
[0032] In this game, the player operates the operation unit 26, thereby causing the player character PC1 to move around the field. The player character PC1 is a first object that acts in the game by the player operating the operation unit 26. The field is an area in which the player character PC1 can act, and may be a vast map, dungeon, or the like. The player character PC1 moves close to an item present in the field to obtain this item I, or moves close to a non-player character present in the field to converse with or battle with this non-player character. Below, an outline of the action of the player character PC1 to obtain an item I from a treasure chest T (hereinafter, referred to as the item obtaining action) will be described.
[0033] The player character PC1 can move on the field at, for example, two different speeds. The two speeds are a first speed V1 and a second speed V2, as shown in FIGS. 2 and 3. The first speed V1 is the speed at which the player character PC1 runs. The second speed V2 is the speed at which the player character PC1 walks. The first speed V1 is greater than the second speed V2. When the player operates the cross key B3 while pressing the button B2 of the operation unit 26, the player character PC1 moves at the first speed V1, as shown in FIG. 2. On the other hand, when the player operates the cross key B3 without pressing the button B2 of the operation unit 26, the player character PC1 moves at the second speed V2, as shown in FIG. 3.
[0034] A first area A1 is set for the player character PC1. The first area A1 is indicated by a dotted line in FIGS. 2 to 6, but does not have to be displayed in the video. The first area A1 includes the player character PC1. In this embodiment, the first area A1 is a sphere centered on the player character PC1. The center of the first area A1 coincides with the center of the player character PC1. The size of the first area A1 changes as the speed of the player character PC1 changes. Specifically, as shown in FIGS. 2 and 3, as the speed of the player character PC1 increases, the size of the first area A1 increases. In this embodiment, when the player character PC1 moves at a first speed V1, the radius of the first area A1 is radius R1. When the player character PC1 moves at a second speed V2, the radius of the first area A1 is radius R2. The radius R1 is larger than the radius R2.
[0035] Here, when the first occurrence condition is satisfied, a game effect occurs between the player character PC1 and the treasure chest T. As shown in FIG. 4, the treasure chest T is a second object that represents a container for storing an item I. The item I is a weapon, armor, recovery potion, currency, etc., and is a third object that causes an event to occur when the player character PC1 uses it. An event means, for example, that the player character PC1's HP (hit points) is restored or a parameter such as the player character PC1's attack power changes. HP is a parameter that decreases when the player character PC1 is attacked. When HP reaches 0, the player character PC1 is unable to act.
[0036] The first occurrence condition includes that a treasure chest T (second object) is located in the first area A1 and that the player presses the button B1 of the operation unit 26. The game effect is that the player character PC1 obtains the item I contained in the treasure chest T, as shown in FIGS. 4 and 5. In this way, when the treasure chest T is located in the first area A1 by the player character PC1 moving close to the treasure chest T, if the player presses the button B1 of the operation unit 26, the player character PC1 can open the treasure chest T and obtain the item I. On the other hand, if the treasure chest T is not located in the first area A1, as shown in FIG. 6, the player character PC1 cannot obtain the item I contained in the treasure chest T.
[0037] Next, the process performed by the control device 12 in the item acquisition operation will be described with reference to the drawings. Figure 7 is a flowchart showing the process performed by the control device 12 in the item acquisition operation.
[0038] First, the player operates the operation unit 26. As a result, the control device 12 acquires an operation signal from the operation unit 26. Then, the control device 12 (moving means 120) moves the player character PC1 (first object) in the field based on the operation signal (step S1: moving process).
[0039] Next, the control device 12 (calculation means 128) calculates the speed of the player character PC1 (step S2—speed calculation process). In this embodiment, the control device 12 determines whether the player character PC1 is moving at a first speed V1 or a second speed V2. Therefore, the control device 12 may calculate the speed of the player character PC1 by determining whether the player is operating the cross key B3 while pressing the button B2.
[0040] Next, the control device 12 (area setting means 122) sets the first area A1 such that the size of the first area A1 including the player character PC1 (first object) changes as the speed of the player character PC1 (first object) changes (step S3 - area setting process). At this time, as the speed of the player character PC1 (first object) increases, the size of the first area A1 increases. In this embodiment, when the speed of the player character PC1 is a first speed V1, the control device 12 determines the radius of the first area A1 to be radius R1, as shown in FIG. 2. When the speed of the player character PC1 is a second speed V2, the control device 12 determines the radius of the first area A1 to be radius R2, as shown in FIG. 3.
[0041] Next, the control device 12 determines whether the treasure chest T is located in the first area A1 (step S4). In this process, if the speed of the player character PC1 is the first speed V1, the control device 12 determines whether the distance between the coordinates of the center of the player character PC1 and the coordinates of the center of the treasure chest T is equal to or less than the radius R1. If the speed of the player character PC1 is the second speed V2, the control device 12 determines whether the distance between the coordinates of the center of the player character PC1 and the coordinates of the center of the treasure chest T is equal to or less than the radius R2. If the treasure chest T is located in the first area A1, the process proceeds to step S5. If the treasure chest T is not located in the first area A1, the first occurrence condition is not satisfied. In this case, the process returns to step S1.
[0042] If the treasure chest T is located in the first area A1, the control device 12 determines whether or not the player has pressed the button B1 of the operation unit 26 (step S5). If the player has pressed the button B1 of the operation unit 26, the first occurrence condition is met. In this case, the process proceeds to step S6. If the player has not pressed the button B1 of the operation unit 26, the first occurrence condition is not met. In this case, the process returns to step S1.
[0043] When the player presses the button B1 of the operation unit 26 (when the first generation condition is satisfied), the control device 12 (effect generation means 124) generates a game effect between the player character PC1 (first object) and the treasure chest T (second object) (step S6—effect generation process). In this embodiment, the game effect is an effect in which the player character PC1 (first object) acquires an item I (third object) contained in the treasure chest T (second object). When the player character PC1 acquires the item I, the item I is recorded in a table showing the possessions of the player character PC1. This table is stored in the storage device 14.
[0044] Next, the control device 12 determines whether or not to end this process (step S7). In this embodiment, the control device 12 determines whether or not to leave the movement of the player character PC1 in the field. Leaving the movement of the player character PC1 in the field means, for example, entering a battle mode that does not use a field, displaying a setting image, etc. If this process is not to be ended, this process returns to step S1.
[0045] 3 and 4, in the program PG as described above, when the speed of the player character PC1 (first object) is a first speed V1 and the distance between the player character PC1 (first object) and the treasure chest T (second object) is a first distance L1, the control device 12 can generate a game effect between the player character PC1 (first object) and the treasure chest T (second object). In this embodiment, when the player presses button B1, the control device 12 generates a game effect between the player character PC1 (first object) and the treasure chest T (second object).
[0046] On the other hand, as shown in FIG. 6, when the speed of the player character PC1 (first object) is a second speed V2 different from the first speed V1, the control device 12 cannot generate a game effect between the player character PC1 (first object) and the treasure chest T (second object) when the distance between the player character PC1 (first object) and the treasure chest T (second object) is a first distance L1. Also, as shown in FIGS. 3 and 5, when the speed of the player character PC1 (first object) is a second speed V2 different from the first speed V1, the control device 12 can generate a game effect between the player character PC1 (first object) and the treasure chest T (second object) when the distance between the player character PC1 (first object) and the treasure chest T (second object) is a second distance L2 shorter than the first distance L1. In this embodiment, when the player presses the button B1, the control device 12 generates a game effect between the player character PC1 (first object) and the treasure chest T (second object). The relationship is radius R1>first distance L1>radius R2>second distance L2.
[0047] [effect] According to the program PG, the player can enjoy playing the game. More specifically, the control device 12 generates a game effect between the player character PC1 and the treasure chest T when a first generation condition is satisfied. The first generation condition includes the treasure chest T being located in the first area A1. As a result, the player character PC1 can generate a game effect by moving close to the treasure chest T. However, the player character PC1 can move at a plurality of speeds. Therefore, the control device 12 sets the first area A1 so that the size of the first area A1 including the player character PC1 changes as the speed of the player character PC1 changes. As a result, the control device 12 can adjust the difficulty level for the player to position the treasure chest T within the first area A1. For example, the control device 12 can increase the size of the first area A1 as the speed of the player character PC1 increases (first case), or decrease the size of the first area A1 as the speed of the player character PC1 increases (second case). In the first case, the difficulty level for generating the game effect decreases. In the second case, the difficulty level at which the game effect is generated increases. In this way, according to the program PG, the difficulty level at which the game effect is generated can be adjusted, so that the game difficulty can be set to an appropriate level. As a result, the player can enjoy playing the game.
[0048] According to the program PG, the player can enjoy playing the game for the following reasons. More specifically, a comparative example game is one in which the size of the first area A1 does not change. In this case, when the player character PC1 is moving at the second speed V2, it is easy to position the treasure chest T in the first area A1, whereas when the player character PC1 is moving at the first speed V1, it is difficult to position the treasure chest T in the first area A1. Therefore, in the comparative example game, when the player character PC1 is moving at the first speed V1, the player character PC1 may not be able to generate a game effect.
[0049] One way to solve the above problem is to make the first area A1 larger. However, if the speed of the player character PC1 is the second speed V2, the player can easily place the treasure chest T in the first area A1 without positioning the player character PC1 close to the treasure chest T. This would result in the difficulty of generating the game effect being too low.
[0050] Therefore, in the program PG, as the speed of the player character PC1 increases, the size of the first area A1 increases. This makes it possible to suppress a decrease in the difficulty level for generating a game effect when the speed of the player character PC1 is the second speed V2, while lowering the difficulty level for generating a game effect when the speed of the player character PC1 is the first speed V1. As a result, the program PG allows the player to play a game with an appropriate level of difficulty, and the player can enjoy playing the game.
[0051] According to the program PG, the player can also enjoy playing the game for the following reasons: More specifically, as shown in Figures 3 and 4, when the speed of the player character PC1 is a first speed V1, the control device 12 can generate a game effect between the player character PC1 and the treasure chest T when the distance between the player character PC1 and the treasure chest T is a first distance L1.
[0052] On the other hand, as shown in Fig. 6, when the speed of the player character PC1 is a second speed V2 different from the first speed V1, the control device 12 cannot generate a game effect between the player character PC1 and the treasure chest T when the distance between the player character PC1 and the treasure chest T is a first distance L1. Also, as shown in Fig. 3 and Fig. 5, the control device 12 can generate a game effect between the player character PC1 and the treasure chest T when the distance between the player character PC1 and the treasure chest T is a second distance L2 that is shorter than the first distance L1.
[0053] As described above, when the speed of the player character PC1 changes, the control device 12 changes the distance between the player character PC1 and the treasure chest T at which a game effect can be generated. This allows the control device 12 to adjust the difficulty level at which the game effect is generated. Therefore, the game difficulty level can be set to an appropriate level. As a result, the player can enjoy playing the game.
[0054] (First Modification) The program PG1 according to the first modified example will be described below with reference to the drawings. The program PG1 is executed by the control device 12 of the computer 10a. Figure 8 shows an image displayed on the display 20 of the computer 10a.
[0055] The program PG1 differs from the program PG in the following points. The control device 12 moves the target Tg (second object) in the field. The control device 12 sets the first area A1 so that the size of the first area A1 including the player character PC1 (first object) changes when the magnitude of the relative velocity vv of the player character PC1 (first object) with respect to the target Tg (second object) changes. The game effect is an effect in which the player character PC1 (first object) acquires the target Tg (second object).
[0056] The target Tg is, for example, an insect that the player character PC1 is to catch. The target Tg moves at a second velocity v2. Meanwhile, the player character PC1 moves at a first velocity v1. The first velocity v1 and the second velocity v2 are vectors. The relative velocity vv is a vector obtained by subtracting the second velocity v2 from the first velocity v1.
[0057] Next, an operation of the player character PC1 to acquire the target Tg (hereinafter referred to as target acquisition operation) will be described. Fig. 9 is a flowchart showing the process performed by the control device 12 in the target acquisition operation.
[0058] The target acquisition operation of program PG1 differs from the item acquisition operation of program PG in that steps S2, S3, and S6 are replaced with steps S12, S13, and S16. Therefore, the following description will focus on steps S12, S13, and S16.
[0059] The control device 12 (calculation means 128) calculates the relative velocity vv of the player character PC1 with respect to the target Tg (step S12—relative velocity calculation process). In this embodiment, the control device 12 calculates the relative velocity vv by subtracting the second velocity v2 from the first velocity v1. Specifically, the control device 12 acquires the coordinates of the center of the player character PC1 and the coordinates of the center of the target Tg at predetermined time intervals. The control device 12 calculates first differential coordinates, which are the difference between the most recently acquired coordinates of the center of the character PC1 and the newly acquired coordinates of the center of the character PC1. Then, the control device 12 calculates the first velocity v1 by dividing the first differential coordinates by the predetermined time. The control device 12 calculates second differential coordinates, which are the difference between the most recently acquired coordinates of the center of the target Tg and the newly acquired coordinates of the center of the target Tg. Then, the control device 12 calculates the second velocity v2 by dividing the second differential coordinates by the predetermined time. The control device 12 calculates the relative velocity vv by subtracting the second velocity v2 from the first velocity v1.
[0060] Next, the control device 12 (area setting means 122) sets the first area A1 such that the size of the first area A1 including the player character PC1 (first object) changes as the magnitude of the relative velocity vv of the player character PC1 (first object) with respect to the target Tg (second object) changes (step S13—area setting process). At this time, as the magnitude of the relative velocity vv of the player character PC1 (first object) with respect to the target Tg (second object) increases, the size of the first area A1 increases. In this embodiment, when the magnitude of the relative velocity vv is greater than a threshold value vth, the control device 12 determines the radius of the first area A1 to be radius R1, as shown in FIG. 8. When the magnitude of the relative velocity vv is equal to or less than the threshold value vth, the control device 12 determines the radius of the first area A1 to be radius R2. The radius R1 is greater than the radius R2.
[0061] Furthermore, in step S16, when the player presses the button B1 of the operation unit 26 (when the first generation condition is satisfied), the control device 12 (effect generation means 124) generates a game effect between the player character PC1 (first object) and the target Tg (second object) (step S16 - effect generation process). In this embodiment, the game effect is an effect in which the player character PC1 (first object) acquires the target Tg. When the player character PC1 acquires the target Tg, the target Tg is recorded in a table indicating the possessions of the player character PC1. This table is stored in the storage device 14.
[0062] In the program PG1 as described above, when the magnitude of the relative velocity vv of the player character PC1 (first object) with respect to the target Tg (second object) is a first relative velocity v11, and the distance between the player character PC1 (first object) and the target Tg (second object) is a first distance L1, the control device 12 can generate a game effect between the player character PC1 (first object) and the target Tg (second object). In this embodiment, when the player presses the button B1, the control device 12 generates a game effect between the player character PC1 (first object) and the target Tg (second object).
[0063] On the other hand, when the magnitude of the relative velocity vv of the player character PC1 (first object) with respect to the target Tg (second object) is a second relative velocity v12 different from the first relative velocity v11, and the distance between the player character PC1 (first object) and the target Tg (second object) is a first distance L1, the control device 12 cannot generate a game effect between the player character PC1 (first object) and the target Tg (second object). Also, when the magnitude of the relative velocity vv of the player character PC1 (first object) with respect to the target Tg (second object) is a second relative velocity v12 different from the first relative velocity v11, the control device 12 can generate a game effect between the player character PC1 (first object) and the target Tg (second object) when the distance between the player character PC1 (first object) and the treasure chest T (second object) is a second distance L2 shorter than the first distance L1. In this embodiment, when the player presses the button B1, the control device 12 can generate a game effect between the player character PC1 (first object) and the target Tg (second object). Note that the relationship of radius R1 > first distance L1 > radius R2 > second distance L2 is established. Also, the magnitude of the first relative velocity v11 is greater than the magnitude of the second relative velocity v12.
[0064] According to the above-described program PG1, it is possible to achieve the same effects as those of the program PG.
[0065] (Second Modification) The program PG2 according to the second modified example will be described below with reference to the drawings. The program PG2 is executed by the control device 12 of the computer 10b. Fig. 10 shows an image displayed on the display 20 of the computer 10b.
[0066] The program PG2 differs from the program PG1 in that the second object is the player character PC2 and the game effect is an effect that changes the parameters of the player character PC2. More specifically, when the player character PC1 and the player character PC2 battle, the player character PC1 performs a long-distance attack on the player character PC2 using magic, a special move, a special skill, or the like. When the player character PC1 performs a long-distance attack on the player character PC2, the HP of the player character PC2 decreases. In other words, a change occurs in the parameters of the player character PC2.
[0067] Here, the range of the long-distance attack of the player character PC1 is the first area A1. When the magnitude of the relative speed vv changes, the size of the first area A1 also changes.
[0068] According to the above-described program PG2, it is possible to achieve the same effects as those of the program PG1.
[0069] (Third Modification) The program PG3 according to the third modified example will be described below with reference to the drawings. The program PG3 is executed by the control device 12 of the computer 10c. Figures 11 and 12 show images displayed on the display 20 of the computer 10c.
[0070] The program PG3 differs from the program PG in that the first object is a target Tg and the second object is a player character PC1. More specifically, in the movement process, the control device 12 moves the target Tg (first object) in the field. In the area setting process, the control device 12 sets the second area A2 including the player character PC1 (second object) so that the size of the second area A2 changes as the speed of the target Tg (first object) changes. At this time, as the speed of the target Tg (first object) increases, the size of the second area A2 increases. In this modification, when the speed of the target Tg is a first speed V1, the control device 12 determines the radius of the second area A2 to be radius R11 as shown in FIG. 11. When the speed of the target Tg is a second speed V2, the control device 12 determines the radius of the second area A2 to be radius R12 as shown in FIG. 12. The radius R11 is larger than the radius R12. Also, the first speed V1 is greater than the second speed V2.
[0071] According to the above-described program PG3, it is possible to achieve the same effects as those of the program PG.
[0072] (Fourth Modification) A program PG4 according to the fourth modified example will be described below with reference to the drawings. The program PG4 is executed by the control device 12 of the computer 10d. Fig. 13 shows an image displayed on the display 20 of the computer 10d.
[0073] 13, the program PG4 differs from the program PG in that, in the area setting process, the control device 12 sets the second area A2 including the treasure chest T (second object) so that the size of the second area A2 changes as the speed of the player character PC1 (first object) changes. At this time, as the speed of the player character PC1 (first object) increases, the size of the second area A2 increases.
[0074] Next, an operation (hereinafter, referred to as an item acquisition operation) in which the player character PC1 acquires an item I from the treasure chest T will be described. Fig. 14 is a flowchart showing the processing performed by the control device 12 in the target acquisition operation.
[0075] The target acquisition operation of program PG4 differs from the item acquisition operation of program PG in that steps S3 and S4 are replaced by steps S23 and S24. Therefore, the following description will focus on steps S23 and S24.
[0076] The control device 12 (area setting means 122) sets the second area A2 including the treasure chest T (second object) so that the size of the second area A2 changes as the speed of the player character PC1 (first object) changes (step S23—area setting process). At this time, as the speed of the player character PC1 (first object) increases, the size of the second area A2 increases. In this modification, when the speed of the player character PC1 is a first speed V1, the control device 12 determines the radius of the second area A2 to be radius R1, as shown in FIG. 13. When the speed of the player character PC1 is a second speed V2, the control device 12 determines the radius of the second area A2 to be radius R2. The first speed V1 is greater than the second speed V2. The radius R1 is greater than the radius R2.
[0077] Next, the control device 12 determines whether the player character PC1 is located in the second area A2 (step S24). In this process, if the speed of the player character PC1 is the first speed V1, the control device 12 determines whether the distance between the coordinates of the center of the player character PC1 and the coordinates of the center of the treasure chest T is equal to or less than the radius R1. If the speed of the player character PC1 is the second speed V2, the control device 12 determines whether the distance between the coordinates of the center of the player character PC1 and the coordinates of the center of the treasure chest T is equal to or less than the radius R2. If the player character PC1 is located in the second area A2, the process proceeds to step S5. If the player character PC1 is not located in the second area A2, the first occurrence condition is not satisfied. In this case, the process returns to step S1.
[0078] According to the above-described program PG4, it is possible to achieve the same effects as those of the program PG.
[0079] (Fifth Modification) A program PG5 according to the fifth modified example will be described below with reference to the drawings. The program PG5 is executed by the control device 12 of the computer 10e. Figure 15 is an explanatory diagram of the size of the first area A1 in the computer 10e.
[0080] The program PG5 differs from the program PG1 in that the size of the first area A1 changes when the type of the player character PC, which is the first object, changes. The following describes the program PG5 according to the fifth modification, focusing on this difference.
[0081] In the movement process, the control device 12 (movement means 120) moves the player character PC (first object) on the field at a speed corresponding to the speed parameter P set for the player character PC (first object). Specifically, the player can select the player character PC1 or the player character PC2 as the player character PC. The player character PC1 can move on the field at a speed V21 corresponding to the speed parameter P1 set for the player character PC1. The player character PC2 can move on the field at a speed V22 corresponding to the speed parameter P2 set for the player character PC2. Therefore, if the speed parameter P1 set for the player character PC1 is different from the speed parameter P2 set for the player character PC2, the speed V21 of the player character PC1 is different from the speed V22 of the player character PC2. If the speed parameters P1 and P2 set for the player characters PC1 and PC2 are larger, the speeds of the player characters PC1 and PC2 are larger. In this modification, the speed parameter P1 is smaller than the speed parameter P2, and therefore the speed V21 is smaller than the speed V22.
[0082] Furthermore, in the area setting process, the control device 12 sets the first area A1 including the player character PC (first object) so that the size of the first area A1 changes as the magnitude of the speed parameter P changes. Specifically, when the player character PC1 is selected, the control device 12 sets the radius of the first area A1 to radius R1, which is larger than radius R2, because the speed parameter P1 is smaller than the speed parameter P2. When the player character PC2 is selected, the control device 12 sets the radius of the first area A1 to radius R2, which is smaller than radius R1, because the speed parameter P2 is larger than the speed parameter P1.
[0083] Next, the processing performed by the control device 12 in the item acquisition operation of the program PG5 will be described with reference to the drawings. Figure 16 is a flowchart showing the processing performed by the control device 12 in the item acquisition operation.
[0084] Next, an operation of the player character PC1 to acquire the target Tg (hereinafter referred to as target acquisition operation) will be described. Fig. 16 is a flowchart showing the process performed by the control device 12 in the target acquisition operation.
[0085] The target acquisition operation of program PG5 differs from the item acquisition operation of program PG in that steps S2 and S3 are replaced with steps S32 and S33. Therefore, the following description will focus on steps S32 and S33.
[0086] Next, the control device 12 (calculation means 128) acquires a speed parameter of the player character PC1 (step S32: speed parameter acquisition process). In this embodiment, the control device 12 acquires a speed parameter P of the player character PC1.
[0087] Next, the control device 12 (area setting means 122) sets the first area A1 including the player character PC (first object) so that the size of the first area A1 changes as the magnitude of the speed parameter P changes (step S33: area setting process). At this time, as the speed parameter P increases, the size of the first area A1 decreases. In this modification, when the speed parameter P is the speed parameter P1, the control device 12 determines the radius of the first area A1 to be radius R1. When the speed parameter P is the speed parameter P2, the control device 12 determines the radius of the first area A1 to be radius R2.
[0088] According to the above-described program PG5, it is possible to achieve the same effects as those of the program PG.
[0089] Furthermore, according to the program PG5, unfairness caused by the selection of the player character PC is eliminated. More specifically, the speed of the player character PC1 is slower than the speed of the player character PC2. Therefore, a player can play the game with an advantage by selecting the player character PC2 rather than the player character PC1. Therefore, according to the program PG5, as the speed parameter P increases, the size of the first area A1 decreases. As a result, the difficulty of generating a game effect for the player character PC1 becomes lower than the difficulty of generating a game effect for the player character PC2. As a result, according to the program PG5, unfairness caused by the selection of the player character PC is eliminated.
[0090] (Sixth Modification) The program PG6 according to the sixth modified example will be described below with reference to the drawings. The program PG6 is executed by the control device 12 of the computer 10f. Fig. 17 shows an image displayed on the display 20 of the computer 10f.
[0091] The program PG6 differs from the program PG in that multiple players play the game simultaneously. In this embodiment, a first player and a second player play the game. Specifically, the first player operates a player character PC1 (first object). The second player operates a player character PC2 (fourth object). A computer 10 operated by the first player and a computer (not shown) operated by the second player are communicatively connected to a server via a network. An operation signal of the operation unit 26 by the first player is transmitted via the server to the computer operated by the second player. An operation signal of the operation unit by the second player is transmitted via the server to the computer 10 operated by the first player.
[0092] In the movement process, the control device 12 moves the player character PC1 (first object) on the field, and also moves the player character PC2 (fourth object) on the field.
[0093] In the area setting process, the control device 12 (area setting means 122) sets the first area A1 including the player character PC1 (first object) so that the size of the first area A1 including the player character PC1 (first object) changes when the speed of the player character PC1 (first object) changes. Furthermore, the control device 12 sets the fourth area A4 so that the size of the fourth area A4 including the player character PC2 (fourth object) changes when the speed of the player character PC2 (fourth object) changes.
[0094] In the effect generation process, when the treasure chest T is located in the first area A1 and the first player presses the button B1 of the operation unit 26 (when the first generation condition is satisfied), the control device 12 (effect generation means 124) generates a game effect between the player character PC1 (first object) and the treasure chest T (second object). Also, when the treasure chest T is located in the fourth area A4 and the second player presses the button of the operation unit (when the second generation condition is satisfied), the control device 12 generates a game effect between the player character PC2 (fourth object) and the treasure chest T (second object).
[0095] (Seventh Modification) The program PG7 according to the seventh modification will be described below with reference to the drawings. The program PG7 is executed by the control device 12 of the computer 10g. Figure 18 is an explanatory diagram of the size of the first area A1 in the computer 10g.
[0096] The program PG7 differs from the program PG in that the size of the first area A1 decreases as the speed of the player character PC1 (first object) increases. This increases the difficulty of generating a game effect. As a result, the player is encouraged to try playing a game with a higher level of difficulty, and the player's enjoyment of the game increases.
[0097] (Eighth Modification) A program PG8 according to the eighth modified example will be described below with reference to the drawings. The program PG8 is executed by the control device 12 of the computer 10h. Figure 19 is a diagram showing the relationship between the speed of the player character PC1 and the size of the first area A1.
[0098] The program PG8 differs from the program PG in that the speed of the player character PC1 and the size of the first area A1 change continuously. More specifically, the speed of the player character PC1 can change continuously between speed 0 and speed Vmax. The control device 12 changes the radius of the first area A1 continuously between radius Rmin and radius Rmax as the speed of the player character PC1 changes continuously between speed 0 and speed Vmax.
[0099] When the speed of the player character PC1 changes continuously, the control device 12 calculates the speed of the player character PC1 by performing the following process. The control device 12 acquires the coordinates of the center of the player character PC1 at predetermined time intervals. The control device 12 calculates the distance between the most recently acquired coordinates and the newly acquired coordinates. The control device 12 calculates the speed of the player character PC1 by dividing the calculated distance by the predetermined time.
[0100] (Ninth Modification) A program PG9 according to the ninth modification will be described below with reference to the drawings. The program PG9 is executed by the control device 12 of the computer 10i. Figure 20 is an explanatory diagram of the size of the first area A1 in the computer 10i.
[0101] Program PG9 differs from program PG1 in that the player character PC1 can use an adhesive slinger 100. The adhesive slinger 100 extends forward of the player character PC1 when the player operates the operation unit 26. The adhesive slinger 100 adheres to a target Tg and pulls the target Tg toward the player character PC1. This allows the player character PC1 to obtain the target Tg.
[0102] Here, the range within which the player character PC1 can obtain the target Tg with the slinger 100 is the first area A1. The size of the first area A1 changes as the magnitude of the relative speed vv of the player character PC1 (first object) with respect to the target Tg (second object) changes. In this way, the first area A1 may be the range within which the effect of an item used by the player character PC1 extends.
[0103] (Other embodiments) The program according to the present invention is not limited to the programs PG, PG1 to PG9, and can be modified within the scope of the gist thereof. Furthermore, the configurations of the programs PG, PG1 to PG9 may be combined in any manner.
[0104] A game effect is a change that occurs in a game. The change may be a visual change, an auditory change, a tactile change, or a change in the game play content. A game effect may be, for example, a recovery of HP or MP (magic points) of the player character PC1 (first object). MP is a parameter consumed when the player character PC1 uses magic, special skills, etc. A game effect may also be saving the progress of the game. In this case, the second object is a save point. A game effect may also be an attack by the player character PC1 (first object) against an enemy character (second object). A game effect may also be an encounter with an enemy character.
[0105] The game effect may be an effect of activating a mechanism in the field. The game effect may be a game effect in which the field changes when the player character PC1 presses a button displayed in the field. Examples of changes in the field include the appearance of objects such as stairs or caves, the opening of doors, and changes in the terrain.
[0106] In the program PG1 according to the first modified example, the size of the first area A1 may decrease as the magnitude of the relative speed vv of the player character PC1 (first object) with respect to the target Tg (second object) increases.
[0107] In the program PG4 according to the fourth modified example, the size of the second area A2 may be reduced as the speed of the player character PC1 (first object) increases.
[0108] In the program PG5 according to the fifth modified example, when the magnitude of the speed parameter P increases, the size of the first area A1 including the player character PC (first object) may also increase.
[0109] In the program PG1 according to the first modified example, the size of the second area A2 may decrease as the magnitude of the relative velocity vv of the player character PC1 (first object) with respect to the target Tg (second object) increases. The second area A2 is an area that includes the target Tg (second object).
[0110] In the program PG1 according to the first modified example, the size of the second area A2 may increase as the magnitude of the relative velocity vv of the player character PC1 (first object) with respect to the target Tg (second object) increases. The second area A2 is an area that includes the target Tg (second object).
[0111] In the program PG5 according to the fifth modified example, when the magnitude of the speed parameter P increases, the size of the second area A2 including the target Tg (second object) may also increase.
[0112] In the program PG5 according to the fifth modified example, when the magnitude of the speed parameter P increases, the size of the second area A2 including the target Tg (second object) may decrease.
[0113] In the area setting process of the program PG6 according to the sixth modified example, the control device 12 may set the fourth area A4 such that the size of the fourth area A4 including the player character PC2 (fourth object) changes as the magnitude of the relative speed of the player character PC2 (fourth object) with respect to the target Tg (second object) changes. In this case, the control device 12 may increase the size of the fourth area A4 including the player character PC2 (fourth object) or decrease the size of the fourth area A4 including the player character PC2 (fourth object) as the magnitude of the relative speed of the player character PC2 (fourth object) with respect to the target Tg (second object) increases.
[0114] In the area setting process of the program PG6 according to the sixth modified example, the control device 12 may set the second area A2 such that the size of the second area A2 including the target Tg (second object) changes as the magnitude of the relative speed of the player character PC2 (fourth object) with respect to the target Tg (second object) changes. In this case, the control device 12 may increase the size of the second area A2 including the target Tg (second object) or decrease the size of the second area A2 including the target Tg (second object) as the magnitude of the relative speed of the player character PC2 (fourth object) with respect to the target Tg (second object) increases.
[0115] In addition, in the program PG6 relating to the sixth modified example, the control device 12 may set the fourth area A4 so that the size of the fourth area A4 including the player character PC2 (fourth object) becomes smaller as the speed of the player character PC2 (fourth object) increases.
[0116] In the program PG2 according to the second modification, the player character PC1 and the player character PC2 are battling, but the player character PC1 and the player character PC2 may cooperate to fight another enemy character. In this case, the game effect is, for example, recovery of the HP of the player character PC2.
[0117] In the program PG5 according to the fifth modified example, when the type of the player character PC, which is the first object, changes, the size of the first area A1 changes, but the size of the second area A2 may also change.
[0118] In the program PG6 according to the sixth modified example, the number of players may be three or more.
[0119] In the program PG1 according to the first modified example, the relative speed vv may be changed continuously, and in this case, the size of the first area A1 and the size of the second area A2 may also be changed continuously.
[0120] Note that, as the size of the first object increases, the size of the first area A1 may increase, as the size of the second object increases, the size of the second area A2 may increase, and as the size of the fourth object increases, the size of the fourth area A4 may increase.
[0121] Note that the program PG5 according to the fifth modified example may be combined with the program PG8 according to the eighth modified example. Specifically, in the program according to the eighth modified example, the player can select either the player character PC1 or the player character PC2 as the player character PC. The player character PC1 can move at a speed ranging from 0 to a speed V21max. The player character PC2 can move at a speed ranging from 0 to a speed V22max. The speed V21max is smaller than the speed v22max. When the speed of the player character PC1 continuously changes between a speed of 0 and a speed V21max, the control device 12 continuously changes the radius of the first area A1 between a radius R21min and a radius R21max. On the other hand, when the speed of the player character PC2 continuously changes between a speed of 0 and a speed V22max, the control device 12 continuously changes the radius of the first area A1 between a radius R22min and a radius R22max. However, radius R21max is greater than radius R22max, and radius R21min is greater than radius R21min. This eliminates unfairness caused by the selection of the player character PC.
[0122] In the program PG according to the embodiment, the player character PC1 may be able to move on the field at three or more different speeds.
[0123] It should be noted that the first occurrence condition does not necessarily have to include the player pressing the button B1.
[0124] In the program PG2 according to the second modified example, the player character PC2 may be a non-player character.
[0125] The program PG according to the embodiment may be combined with the program PG5 according to the fifth modified example. That is, in the program PG5 according to the fifth modified example, the speed of the player characters PC1 and PC2 may be continuously changed. In this case, the size of the first area A1 may also be continuously changed.
[0126] The player characters PC1 and PC2 may be non-human animals, or vehicles such as fighter planes or tanks. Therefore, the game may be an action game or role-playing game in which humans or animals play an active role, or may be an air combat game in which fighter planes battle each other, or a land combat game in which tanks battle each other, etc.
[0127] In the programs PG, PG1 to PG9, when the player character PC1 encounters an enemy character on the world map field, the field may be switched from the world map field to a battle field. In this case, the programs PG, PG1 to PG9 can be applied to the world map field, and the programs PG, PG1 to PG9 can also be applied to the battle field.
[0128] Note that either or both of the first object and the second object may be non-player characters that move according to instructions from the computer 10, without following the player's operation of the operation unit 26. Also, either or both of the first object and the second object may be non-player characters that act together with the player character operated by the player.
[0129] Note that the computers 10, 10a to 10i do not necessarily have to include the display 20 and the operation unit 26. Therefore, the computers 10, 10a to 10i may be connected to the display 20, such as a television, via a cable, or may be connected to the operation unit 26, such as a game pad, via a cable.
[0130] In the program PG, when the player tilts the stick of the operation unit 26 a large amount, the player character PC1 moves at a first speed V1, and when the player tilts the stick of the operation unit 26 a small amount, the player character PC1 moves at a second speed V2.
[0131] In this specification, pressing a button includes pressing a physical button and pressing (touching) a button displayed on a touch panel. [Explanation of symbols]
[0132] 10, 10a to 10i: Computer 12: Control device 14:Storage device 16: Network interface 18: Graphics processing unit 20: Display 26:Operation unit 100: Adsorption Slinger 120:Transportation 122: Area setting means 124: Means of Effect Generation 128: Calculation method A1: Area 1 A2: Area 2 A4: Area 4 B1, B2: Buttons B3: D-pad I:Item PG, PG1 to PG9: Program T: Treasure chest Tg: Target
Claims
1. The program causes a control device of a computer to execute a movement process, an area setting process, and an effect generation process; the first object is a player character that moves on the field in response to an operation by the player; (a) the moving process moves the first object in the field; in the area setting process, the first area or the second area is set so that a size of the first area including the first object or a size of the second area including the second object changes when a speed of the first object changes; (b) the moving process moves the first object and / or the second object in the field; in the area setting process, the first area or the second area is set such that a size of the first area including the first object or a size of the second area including the second object changes when a magnitude of a relative velocity of the first object with respect to the second object changes; In the effect generation process of (a) or (b), when a first generation condition is satisfied, a game effect is generated between the first object and the second object; The first occurrence condition of (a) or (b) includes the second object being located in the first area, or the first object being located in the second area. program.
2. The program causes a control device of a computer to execute a movement process, an area setting process, and an effect generation process; the first object is a player character that moves on the field in response to an operation by the player; the moving process includes moving the first object in the field at a speed according to a speed parameter set for the first object; in the area setting process, the first area or the second area is set so that a size of the first area including the first object or a size of the second area including the second object changes when a magnitude of the speed parameter changes; In the effect generation process, when a first generation condition is satisfied, a game effect is generated between the first object and the second object; the first occurrence condition includes the second object being located in the first area or the first object being located in the second area. program.
3. the game effect is an effect in which the first object acquires the second object or a third object contained in the second object; The program according to claim 1 or 2.
4. the game effect is an effect of activating a mechanism in the field or an effect of causing a change in a parameter of the second object; The program according to claim 1 or 2.
5. When the speed of the first object or the magnitude of the relative speed of the first object with respect to the second object increases, the size of the first area or the size of the second area increases. The program according to claim 1 or 2.
6. When the speed of the first object or the magnitude of the relative speed of the first object with respect to the second object increases, the size of the first area or the size of the second area decreases. The program according to claim 1 or 2.
7. the moving process includes moving a fourth object in the field; the first object and the fourth object are player characters; in the area setting process, the fourth area or the second area is set such that a size of the fourth area including the fourth object or a size of the second area including the second object changes when a speed of the fourth object or a magnitude of a relative speed of the fourth object with respect to the second object changes; in the effect generation process, when a second generation condition is satisfied, a game effect is generated between the fourth object and the second object; the second occurrence condition includes the second object being located in the fourth area or the fourth object being located in the second area. The program according to claim 6.
8. When the size of the second object increases, the size of the second area increases. The program according to claim 1 or 2.
9. Excluding those that detect the movement of a part of the body with a motion sensor and operate a weapon object in a virtual space. The program according to claim 1 or 2.
10. The program is transmitted to the control device of the computer. the first object is a player character that moves on the field in response to an operation by the player; When the speed of the first object is a first speed or the magnitude of the relative speed of the first object with respect to a second object is a first relative speed, and when the distance between the first object and the second object is a first distance, a game effect may be generated between the first object and the second object; when the speed of the first object is a second speed different from the first speed, or when the magnitude of the relative speed of the first object with respect to the second object is a second relative speed different from the magnitude of the first relative speed, when the distance between the first object and the second object is the first distance, no game effect can be generated between the first object and the second object, and when the distance between the first object and the second object is a second distance shorter than the first distance, program.
11. Excluding those that detect the movement of a part of the body with a motion sensor and operate a weapon object in a virtual space. The program according to claim 10.
Citation Information
Patent Citations
Video game device and game program
JP6723795B2