Game program, recording medium, and game processing method

The game program addresses the challenge of real-time battle situational awareness by aggregating and displaying battle information, enhancing abilities and incorporating special characters to improve tactical gameplay and realism.

JP2026032108APending Publication Date: 2026-02-25KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2025202108
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-21
Publication Date
2026-02-25

AI Technical Summary

Technical Problem

Existing action role-playing games lack the ability to provide real-time updates on the ever-changing battle situation, making it difficult for players to grasp the dynamics of the battle and respond tactically.

Method used

A game program that collects and aggregates information on multiple objects in the game field, determines the battle situation for each section, and displays these results in an identifiable manner, enhancing the battle-related abilities of the dominant force, while also incorporating special characters to influence the battle dynamics.

Benefits of technology

Enables players to grasp the battle situation in real time, improving tactical decision-making and enhancing the realism and excitement of the gameplay by providing immediate feedback on the battle dynamics.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game program, a recording medium and a game processing method, allowing a player to grasp a game situation in real time.SOLUTION: The game program causes the information processing device 3 to function as a first information collection processing unit 29 that collects information relating to a plurality of characters that perform a battle in the game field GF for each predetermined region GR set in the game field GF, a progress determination processing unit 31 that determines the progress for each region GR based on the collection result of the information, a progress display processing unit 33 that displays the determination result of the progress so as to be identifiable for each region GR, and a first ability enhancement processing unit 35 that enhances the ability relating to the battle of the game character belonging to the powerful group whose progress is determined to be superior in the region GR.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present invention relates to a game program, a recording medium on which the game program is recorded, and a game processing method. [Background technology]

[0002] Conventionally, so-called action role-playing games have been known in which a player controls a player character in real time and progresses through a story while battling enemy characters. As an example of such a game, for example, Patent Document 1 describes a game in which, for each section set on the game screen, a tally icon is displayed indicating the tally result of information on enemy characters present in that section. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-103596 Summary of the Invention [Problem to be solved by the invention]

[0004] In games such as those of the above-mentioned conventional technology, there has been a demand for the ability to grasp the ever-changing battle situation in real time.

[0005] The present invention has been made in view of the above problems, and has as its object to provide a game program, a recording medium, and a game processing method that allow a player to grasp the battle situation in real time. [Means for solving the problem]

[0006] In order to achieve the above-mentioned object, the game program of the present invention causes an information processing device to function as a first information collection processing unit that collects information related to multiple objects fighting in the game field for each predetermined section set in the game field, a battle situation determination processing unit that determines the battle situation for each section based on the information collection results, a battle situation display processing unit that displays the battle situation determination results in an identifiable manner for each section, and a first ability enhancement processing unit that enhances the battle-related abilities of the objects belonging to the force that is determined to have the advantageous battle situation in the section.

[0007] In order to achieve the above object, a recording medium according to the present invention is a recording medium that stores the above game program and is readable by an information processing device.

[0008] In addition, in order to achieve the above-mentioned object, the game processing method of the present invention is a game processing method executed by an information processing device, and includes the steps of: aggregating information related to multiple objects fighting in the game field for each predetermined section set in the game field; judging the battle situation for each section based on the aggregation results of the information; displaying the battle situation judgment results in an identifiable manner for each section; and strengthening the battle-related abilities of the objects belonging to the force judged to have the advantageous battle situation in the section. [Effects of the Invention]

[0009] According to the game program etc. of the present invention, the player can grasp the battle situation in real time. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a diagram illustrating an example of the overall configuration of a game system according to an embodiment. [Figure 2] FIG. 10 is a diagram illustrating an example of a battle screen of the game. [Figure 3] FIG. 2 is a block diagram illustrating an example of a functional configuration of an information processing device. [Figure 4]FIG. 10 is a diagram illustrating an example of point setting by a point setting processing unit. [Figure 5] 10 is a diagram illustrating an example of setting of an influence area by an area setting processing unit. FIG. [Figure 6] FIG. 10 is a diagram illustrating an example of information aggregation by a first information aggregation processing unit. [Figure 7] 10 is a diagram illustrating an example of a method for determining the battle situation by a battle situation determination processing unit. FIG. [Figure 8] 10 is a diagram showing an example of a battle situation identification display on a map screen by a battle situation display processing unit. FIG. [Figure 9] 10 is a diagram showing an example of a preview display by the battle situation display processing unit. FIG. [Figure 10] FIG. 10 is a diagram illustrating an example of a special character. [Figure 11] FIG. 10 is a diagram illustrating an example of an area of ​​influence of a special character. [Figure 12] 10 is a flowchart illustrating an example of a processing procedure executed by an information processing device. [Figure 13] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0012] <1. Overall structure of the game system> An example of the overall configuration of a game system 1 according to an embodiment will be described with reference to Fig. 1. As shown in Fig. 1, the game system 1 includes an information processing device 3, a game controller 5, and a display device 7. The game controller 5 and the display device 7 are connected to the information processing device 3 so as to be able to communicate with each other via wire or wirelessly.

[0013] The information processing device 3 is, for example, a stationary game console. However, it is not limited to this and may be, for example, a portable game console that is integrated with an input unit, a display unit, etc. In addition to game consoles, it may also be, for example, computer equipment such as a server computer, desktop computer, notebook computer, or tablet computer, or equipment with telephone functions such as a smartphone, mobile phone, or phablet.

[0014] A player performs various operation inputs using a game controller 5. In the example shown in Fig. 1, the game controller 5 has, for example, a cross key 9, a plurality of operation buttons 11, a joystick 13, a touchpad 15, and the like.

[0015] <2. Game Overview> Next, an example of the outline of the game according to this embodiment, that is, the game provided by the information processing device 3 executing the game program and game processing method of the present invention, will be described.

[0016] The game according to this embodiment is a so-called action role-playing game in which a storyline progresses as friendly characters and enemy characters fight each other, and during the battles the player controls the player character in real time to perform actions. The types of characters (an example of objects) that appear in the game are not particularly limited, but are typically human male or female characters. Note that game characters may also be animal characters, virtual biological characters, robots, objects, or other characters.

[0017] FIG. 2 shows an example of a battle screen of the game. As shown in FIG. 2, a battle is carried out between ally characters (shown in white) and enemy characters (shown in hatched areas) on a game field GF. The ally characters include a player character 17 (an example of an object) operated by the player. The enemy characters include, for example, a military commander 19 (an example of an object) and a soldier 21 (an example of an object). The battle takes place directly on the game field GF when the player character 17 encounters an enemy character. The player character 17 operates in real time in conjunction with the player's operation, moving on the game field GF to attack the enemy character, etc. The enemy character is automatically controlled by a predetermined algorithm (so-called game AI) defined by the game program, and moves on the game field GF to attack the ally characters, etc.

[0018] Note that the ally characters may include non-player characters that are automatically controlled by a predetermined algorithm defined by the game program. In this case, the player may be able to switch between multiple ally characters to control the player character.

[0019] A map screen 23 showing the topography of the game field GF is displayed around the battle screen. The player can refer to the map screen 23 and proceed with the battle while checking the current positions of friendly and enemy characters. The map screen 23 may always be displayed superimposed on the game field GF, or may normally display only the game field GF and be displayed only when a predetermined operational input is made by the player. Furthermore, when a predetermined operational input is made by the player, the game field GF may be switched to a full-screen display of the map screen 23.

[0020] In the game according to this embodiment, character-related information is tallied for each predetermined section set in the game field GF during battle, the battle situation is determined for each section based on the tallied results, and the battle situation determination results are displayed in an identifiable manner on the map screen 23. This will be explained in detail below.

[0021] <3. Functional configuration of information processing device> Next, an example of the functional configuration of the information processing device 3 will be described with reference to FIG. 3 and FIGS.

[0022] As shown in Figure 3, the information processing device 3 has a point setting processing unit 25, an area setting processing unit 27, a first information collection processing unit 29, a battle situation judgment processing unit 31, a battle situation display processing unit 33, a first ability enhancement processing unit 35, a point increase processing unit 37, a second ability enhancement processing unit 39, a second information collection processing unit 41, and a gauge display processing unit 43.

[0023] The point setting processing unit 25 sets points for each game character. Points (an example of information related to an object) are numerical values ​​used for tallying up points to determine the progress of a battle. The point setting processing unit 25 sets points of different magnitudes depending on the type of game character.

[0024] FIG. 4 shows an example of point setting by the point setting processing unit 25. In the example shown in FIG. 4, 100 points are set for a friendly general (including the player character), 5 points for a friendly soldier, 50 points for an enemy general, and 5 points for an enemy soldier. Note that in FIG. 4, the number of points is varied depending on the power (friendly, enemy) and type (general, soldier) to which the game character belongs, but this is not limiting. For example, the number of points may be varied depending on the game character's battle-related status (e.g., parameters such as level, stamina, attack power, defense power, equipment, skills, attributes, and special effects). Furthermore, in this embodiment, the term "soldier" refers to a group consisting of a predetermined number of soldiers, but points may also be set for each individual soldier.

[0025] 3, the area setting processing unit 27 sets an influence area AR1 of a predetermined size around each game character, which influences the point tally. The area setting processing unit 27 sets the size of the influence area AR1 differently depending on the type of game character.

[0026] FIG. 5 shows an example of the setting of the influence area AR1 by the area setting processing unit 27. As shown in FIG. 5, for example, a wide influence area AR1 is set for a military commander, and a narrow influence area AR1 is set for a soldier. Similar influence areas are set for military commanders and soldiers belonging to both friendly and enemy forces. Note that in FIG. 5, the size of the influence area AR1 is varied depending on the type of game character (military commander, soldier), but the size of the influence area AR1 may also be varied depending on, for example, the force to which the character belongs (friendly, enemy) or the game character's battle-related status (parameters such as level, stamina value, attack power, defense power, equipment, skills, attributes, special effects, etc.).

[0027] Returning to FIG. 3 , the first information compilation processing unit 29 compiles information related to multiple game characters fighting in the game field GF for each predetermined section set in the game field GF. A "game field" is a field set as a battlefield in virtual space. A "predetermined section" is a unit area for compiling information related to game characters, and is, for example, a section obtained by dividing the game field GF into a predetermined number of sections (e.g., 30 vertically and 30 horizontally) in a grid pattern. Note that the section may also have a predetermined size and shape (e.g., a 30-meter square). The "information related to game characters" is points set by the point setting processing unit 25 described above. Note that information other than points, such as the game character's battle-related status (e.g., parameters such as level, stamina value, attack power, defense power, equipment, skills, attributes, and special effects), may also be used for compilation.

[0028] Specifically, the first information compilation processing unit 29 compiles information related to game characters that exist in at least a part of the affected area AR1 in the section to be compiled. The first information compilation processing unit 29 also compiles the total points of the game characters related to the section to be compiled for each power (enemy, ally) to which the game characters belong.

[0029] FIG. 6 shows an example of information aggregation by the first information aggregation processing unit 29. In the example shown in FIG. 6, for example, there is one warlord in section A, two soldiers in section B, and one soldier each in sections C and D. The influence area AR1 of the warlord in section A extends to sections B, C, and D. The influence area AR1 of the soldier in section C extends to section D. In this case, the total points for section A are 50 points for the warlord, the total points for section B are 70 points for the warlord and two soldiers, the total points for section C are 60 points for the warlord and soldiers, and the total points for section D are 70 points for the warlord and two soldiers. The points for warlords and soldiers belonging to both friendly and enemy forces are aggregated for each section using the same method as above. Note that if there are no game characters in a section, the points are 0.

[0030] Returning to Fig. 3, the battle situation determination processing unit 31 determines the battle situation for each section based on the information aggregation result by the first information aggregation processing unit 29. Specifically, the battle situation determination processing unit 31 determines the power with the larger total points as being superior, and the power with the smaller total points as being inferior. Furthermore, the battle situation determination processing unit 31 determines the degree of the battle situation for each section in multiple stages (for example, two stages) based on the information aggregation result by the first information aggregation processing unit 29.

[0031] Fig. 7 shows an example of a method for determining the battle situation by the battle situation determination processing unit 31. In the example shown in Fig. 7, for example, if the section point P, which is the value obtained by subtracting the total ally points from the total enemy points in the section to be counted, is 200 points or more, it is determined that the enemy is dominant (strong), if it is 100 points or more and 199 points or less, it is determined that the enemy is dominant (weak), if it is -99 points or more and 99 points or less, it is determined that the enemy is dominant, and if it is -100 points or less, it is determined that the enemy is dominant.

[0032] In the example shown in FIG. 7, the degree of enemy superiority is determined in two stages (strong, weak), but it may be determined in one stage, or may be determined in three or more stages. The degree of ally superiority may also be determined in multiple stages. The threshold value used as the determination criterion for the division point P shown in FIG. 7 is an example, and a different value may be used.

[0033] 3, the battle situation display processing unit 33 displays, in a distinguishable manner for each section, the results of the battle situation determination made by the battle situation determination processing unit 31. Specifically, the battle situation display processing unit 33 displays, in a distinguishable manner for each section, the results of the battle situation determination made by the battle situation determination processing unit 31 on the map screen 23 showing the topography of the game field GF.

[0034] FIG. 8 shows an example of a battle situation identification display on the map screen 23 by the battle situation display processing unit 33. In the example shown in FIG. 8, the game field GF is divided into sections GR, for example, in a 20×20 grid pattern. Note that for ease of explanation, grid lines 45 forming the sections GR are shown on the map screen 23 in FIG. 8, but the sections GR are set for processing purposes and are not displayed on the map screen 23. As shown in FIG. 8, the map screen 23 displays icons 47 indicating the current positions of friendly generals (including the player character 17), icons 49 indicating the current positions of friendly soldiers, icons 51 indicating the current positions of enemy generals, and icons 53 indicating the current positions of enemy soldiers. Note that an arrow 55, for example, is displayed on the icon 47 of the player character 17, making it possible to identify it as a player character.

[0035] The map screen 23 displays the battle situation determination results by the battle situation determination processing unit 31 in a distinguishable manner for each section GR. In the example shown in FIG. 8, a section GR in which the enemy is dominant (strong) is displayed as, for example, a dark red area 57 (shown by small grid hatching), a section GR in which the enemy is dominant (weak) is displayed as, for example, a light red area 59 (shown by large grid hatching), a section GR in which the enemy is dominant (weak) is displayed as, for example, a purple area 61 (shown by dot hatching), and a section GR in which the ally is dominant is displayed as, for example, a blue area 63 (shown in white). Note that a section GR in which no game characters exist (points are 0) is displayed as, for example, no color (white). The above-mentioned battle situation identification display on the map screen 23 changes in real time in accordance with the battle situation, which changes from moment to moment. Note that the colors corresponding to each battle situation described above are merely examples, and different colors may be used.

[0036] Furthermore, when the battle situation changes from a balanced state to a state in which one side has the upper hand, the battle situation display processing unit 33 displays a warning for a predetermined period of time before and after the timing when the aforementioned section point P changes from a balanced state in which it is between -99 points and 99 points to exceeding 100 points, in which case the enemy will have the upper hand.

[0037] FIG. 9 shows an example of a warning display by the battle situation display processing unit 33. In the example shown in FIG. 9, in a section GR in a purple area 61 (shown by dot hatching) indicating a competitive state, the section GR where the battle situation changes flashes, for example, in white for a predetermined time (or a predetermined number of times), and then the section GR changes to a light red area 59 (shown by large grid hatching) indicating an enemy dominant (weak) state. By displaying a warning in this manner, it is possible to warn the player. Note that the warning display may be flashing in a color other than white, or may be a display mode other than flashing as long as it can attract the player's attention.

[0038] Returning to FIG. 3, the first ability enhancement processing unit 35 enhances the battle abilities of game characters belonging to a force determined to be in the dominant position in a section GR. That is, the first ability enhancement processing unit 35 enhances the battle abilities of enemy characters in a section GR where the enemy is dominant, and enhances the battle abilities of ally characters in a section GR where the ally is dominant. Furthermore, the first ability enhancement processing unit 35 enhances the battle abilities of enemy characters in a section GR where the enemy is dominant in stages based on the degree of dominance. For example, the first ability enhancement processing unit 35 greatly enhances the battle abilities of enemy characters in a section GR where the enemy is dominant (strong), and slightly enhances the battle abilities of enemy characters in a section GR where the enemy is dominant (weak).

[0039] "Enhancing combat capabilities" includes, for example, increasing a parameter value related to combat capabilities, such as attack power or defense power, by a predetermined percentage (e.g., 10% points). The algorithm may also be changed to change the attack type to a stronger one or increase the frequency of attacks. In the case of gradual strengthening, for example, the parameter value related to the enemy character's combat capabilities may be increased by a large percentage (e.g., 20% points) in a section GR with enemy dominance (strong), and by a small percentage (e.g., 10% points) in a section GR with enemy dominance (weak).

[0040] In addition, when the degree of ally superiority is judged in multiple stages, as described above, the combat-related abilities of the ally characters may be greatly enhanced in the section GR where ally superiority (strong) is present, and the combat-related abilities of the ally characters may be slightly enhanced in the section GR where ally superiority (weak) is present.

[0041] When a special character (an example of a special object) placed in the game field GF performs a predetermined action, the point increase processing unit 37 increases the points of characters that exist around the special character and belong to the same faction as the special character. For example, when an enemy special character performs a predetermined action, the point increase processing unit 37 increases the points of enemy characters that exist around the special character. Furthermore, the point increase processing unit 37 may increase the points by a predetermined percentage each time the special character performs a predetermined action.

[0042] 10 and 11 show examples of special characters. In the example shown in FIG. 10, the enemy characters include a war drummer 65 (an example of a special object). As shown in FIG. 11, an influence area AR2 of a predetermined size (for example, a radius of 100 m) is set for the war drummer 65. When the war drummer 65 beats the war drum (an example of a predetermined action), the points of the enemy characters present within the influence area AR2 increase. The manner in which the points are increased is not particularly limited, and for example, the war drummer 65 may increase the points by 10% each time the war drummer 65 beats the war drum. Alternatively, an upper limit to the amount by which the points can be increased (for example, 200% points) may be set. In this case, the points of the enemy characters increase from 100% to 110%, 120%, and so on each time the war drummer 65 beats the war drum, up to a maximum of 200%.

[0043] Note that the above-mentioned method of increasing points is one example, and different methods of increasing points may be used. Also, the special characters are not limited to the war drummers, and other types of characters (such as cheerleaders or cheerleaders) may be used as long as they are able to inspire and raise the morale of surrounding characters.

[0044] When a special character (an example of a special object) performs a predetermined action, the second ability enhancement processing unit 39 enhances the combat abilities of characters surrounding the special character and belonging to the same faction as the special character. For example, when an enemy special character performs a predetermined action, the second ability enhancement processing unit 39 enhances the combat abilities of enemy characters surrounding the special character. Furthermore, the second ability enhancement processing unit 39 may increase the combat abilities by a predetermined percentage each time the special character performs a predetermined action. "Combat abilities" include, for example, parameter values ​​related to combat abilities such as attack power and defense power.

[0045] As described above, when the war drummer 65, an example of a special character, beats the war drum (an example of a predetermined action), the combat-related abilities of enemy characters present within the affected area AR2 increase. The manner in which combat abilities are increased is not particularly limited, but for example, each time the war drummer 65 beats the war drum, the parameter value related to combat abilities may increase by 10% points. Also, an upper limit (for example, 200% points) to which the parameter value can increase may be set. In this case, each time the war drummer 65 beats the war drum, the parameter value related to the enemy character's combat abilities increases from 100% to 110%, 120%, and so on, up to a maximum of 200%.

[0046] Note that the above-described method of increasing parameter values ​​is merely an example, and other methods of increase may be used. Furthermore, although the above description has been given of a case in which special characters exist only in the enemy forces, special characters may also be added to the friendly forces. In this case, when a friendly special character performs a predetermined action, the point increase processing unit 37 increases the points of friendly characters around the special character. Furthermore, when a friendly special character performs a predetermined action, the second ability enhancement processing unit 39 enhances the combat-related abilities of friendly characters around the special character.

[0047] When a special character is defeated, not only are the points increased or the combat ability strengthened reset, but the points or combat ability may also be reduced by a predetermined percentage from the reset value for a predetermined period of time. For example, from the time the player defeats the enemy special character, the points or combat ability of surrounding enemy characters may be reduced by a predetermined percentage (e.g., 75%) for a predetermined period of time (e.g., 30 seconds). By applying such a so-called debuff effect, it is possible to express that the morale of the enemy characters has been lowered by the defeat of the special character, and to reward the player for defeating the special character.

[0048] The second information compilation processing unit 41 compiles information relating to multiple game characters battling in the game field GF for the entire game field GF. Specifically, it compiles the total points of all enemy characters present on the game field GF, and also compiles the total points of all ally characters.

[0049] The gauge display processing unit 43 displays a battle situation gauge (an example of a gauge) that indicates the battle situation of the entire game field GF, based on the information aggregation result by the second information aggregation processing unit 41. Specifically, the gauge display processing unit 43 displays, on the gauge, the ratio of the total points of all friendly characters to the total points obtained by adding up the total points of all enemy characters and the total points of all friendly characters aggregated by the second information aggregation processing unit 41.

[0050] 2 and 10 shown above show an example of the battle situation gauge 67 displayed by the gauge display processing unit 43. In the battle situation gauge 67, when the total points are set to 100%, the percentage of the total points of the friendly characters is displayed as, for example, a blue area 69 (shown in white), and the percentage of the total points of the enemy characters is displayed as, for example, a dark red area 71 (shown in small grid hatching).

[0051] The processing in each processing unit described above is not limited to these examples of division of processing, and may be performed by a smaller number of processing units (for example, one processing unit), or by further subdivided processing units. The functions of each processing unit described above are implemented by a game program executed by CPU 101 (see FIG. 13 described below), but some of them may be implemented by actual devices such as dedicated integrated circuits such as ASICs and FPGAs, or other electrical circuits.

[0052] <4. Processing procedure executed by the information processing device> Next, an example of a processing procedure executed by the information processing device 3 will be described with reference to FIG.

[0053] In step S5, the information processing device 3 causes the point setting processing unit 25 to set points for each of the enemy characters and the ally characters.

[0054] In step S10, the information processing device 3 causes the area setting processing unit 27 to set an influence area AR1 around each of the enemy characters and the ally characters.

[0055] In step S15, the information processing device 3 displays the game field GF, the map screen 23, enemy characters, ally characters, and the like on the game screen.

[0056] In step S20, the information processing device 3 executes a battle between a friendly character and an enemy character. The player character 17 acts in real time in response to an operation by the player, moving on the game field GF and attacking the enemy character, etc. The friendly characters and enemy characters other than the player character 17 are automatically controlled by a predetermined algorithm defined by the game program, moving on the game field GF and attacking the opponent character, etc.

[0057] In step S25, the information processing device 3 causes the first information counting processing unit 29 to count the total points of the enemy characters and the total points of the ally characters for each predetermined section GR set in the game field GF.

[0058] In step S30, the information processing device 3 causes the battle situation determination processing unit 31 to determine the battle situation for each section GR based on the counting result in step S25.

[0059] In step S35, the information processing device 3 causes the battle situation display processing unit 33 to display the results of the battle situation determination in step S30 on the map screen 23 in a manner that allows each section GR to be distinguished.

[0060] In step S40, the information processing device 3 strengthens the battle-related abilities of the enemy characters in sections GR where the enemy is dominant, and strengthens the battle-related abilities of the ally characters in sections GR where the ally is dominant, by the first ability strengthening processing unit 35. At this time, the first ability strengthening processing unit 35 strengthens the battle-related abilities of the enemy characters to a greater extent in sections GR where the enemy is dominant (strong), and strengthens the battle-related abilities of the enemy characters to a lesser extent in sections GR where the enemy is dominant (weak).

[0061] In step S45, the second information counting processing unit 41 counts up the total points of all enemy characters present on the game field GF, and also counts up the total points of all ally characters.

[0062] In step S50, the information processing device 3 causes the gauge display processing unit 43 to display the battle situation gauge 67, which indicates the battle situation of the entire game field GF, based on the counting result in step S45.

[0063] In step S55, the information processing device 3 determines whether or not a special character (e.g., the war drummer 65) has performed a predetermined action (e.g., beating a war drum). If the predetermined action has been performed (step S55: YES), the process proceeds to the next step S60. On the other hand, if the predetermined action has not been performed (step S55: NO), the process proceeds to step S65, which will be described later.

[0064] In step S60, the information processing device 3 increases points according to the number of predetermined actions performed by the special character against enemy characters present around the special character, by the point increase processing unit 37. In addition, the information processing device 3 enhances the combat ability of the special character according to the number of predetermined actions performed by the special character against enemy characters present around the special character, by the second ability enhancement processing unit 39.

[0065] In step S65, the information processing device 3 determines whether or not an ally character (including the player character 17) has defeated a special character of the enemy force. If the special character has been defeated (step S65: YES), the process proceeds to the next step S70. On the other hand, if the special character has not been defeated (step S65: NO), the process proceeds to step S75, which will be described later.

[0066] In step S70, the information processing device 3 resets the increase in points and the strengthening of combat abilities of the enemy characters in step S60, and reduces the points and combat abilities of enemy characters around the special character by a predetermined percentage for a predetermined period of time.

[0067] In step S75, the information processing device 3 determines whether or not to end the battle. For example, if either the victory condition or the defeat condition is met, the battle ends, and if not met, the battle continues. If the battle continues (step S75: NO), the process returns to step S20 described above, and the same steps are repeated. On the other hand, if the battle ends (step S75: YES), the process ends this flow.

[0068] The above-described processing procedure is an example, and at least some of the procedures may be deleted or changed, or other procedures may be added. Furthermore, the order of at least some of the procedures may be changed, or multiple procedures may be combined into a single procedure or executed in parallel.

[0069] <5. Effects of the embodiment> As described above, the game program of this embodiment causes the information processing device 3 to function as a first information collection processing unit 29 that collects information related to multiple characters fighting in the game field GF for each predetermined section GR set in the game field GF, a battle situation determination processing unit 31 that determines the battle situation for each section GR based on the information collection results, and a battle situation display processing unit 33 that displays the battle situation determination results in an identifiable manner for each section GR.

[0070] According to the game program of this embodiment, information related to multiple characters fighting in the game field GF is compiled for each section GR set in the game field GF, the battle situation for each section GR is determined based on the compilation results, and the battle situation determination results are displayed in a distinguishable manner for each section GR. This allows the player to grasp the battle situation in the game field GF in real time for each section GR, enabling them to take actions and take tactics in response to the battle situation that changes from moment to moment, thereby improving tactical ability. Furthermore, because the player can grasp the battle situation for each section GR, they can feel the clash between enemy forces and friendly forces throughout the game field GF during gameplay, thereby improving the excitement and realism of the battle.

[0071] In addition, in this embodiment, the game program may further cause the information processing device 3 to function as an area setting processing unit 27 that sets an influence area AR1 of a predetermined size around the game character that affects the aggregation of information, and in that case, the first information aggregation processing unit 29 may aggregate information related to the game character where at least a portion of the influence area AR1 exists in the section GR to be aggregated.

[0072] In this case, not only the information of the game characters existing within the section GR to be counted, but also the information of the game characters existing around it can be counted. This makes it possible to determine the battle situation by taking into account the influence that the game characters have on their surroundings, so it is possible to express a situation where, for example, the presence of a powerful game character (such as a military commander) raises the morale of the surrounding game characters (such as soldiers).

[0073] Furthermore, by varying the size of the influence area AR1 depending on the type of game character, for example, it is possible to change the impact that the type of game character has on the battle situation, such as by introducing a powerful game character, which can suddenly change the surrounding battle situation. This therefore improves the freedom and tactical nature of battle design.

[0074] In this embodiment, the game program may also cause the information processing device 3 to function as a first ability enhancement processing unit 35 that enhances the abilities of game characters belonging to a force determined to be in the dominant position in the battle situation in the section GR.

[0075] In this case, in a section GR where the battle situation is favorable, the combat abilities of the game characters are strengthened, allowing the battle to proceed advantageously, so it is possible to provide tactical aspects such as determining which section GR to make the battle situation favorable. For example, in a section GR where the enemy is favorable, the combat abilities of the enemy characters are strengthened, putting the battle at a disadvantage, so tactical aspects can be improved by sending a relatively strong character among the ally characters into the section GR where the enemy is favored. Furthermore, as the player defeats enemy characters and pushes the battle front forward, expanding the section GR where the ally forces are favored, it becomes possible to proceed with the battle more and more advantageously, which can give the player a sense of accomplishment.

[0076] In addition, in this embodiment, the battle situation determination processing unit 31 may determine the degree of the battle situation for each section GR in multiple stages based on the information aggregation results, and in that case, the first ability enhancement processing unit 35 may gradually enhance the combat-related abilities of game characters belonging to a force whose battle situation is determined to be advantageous based on the degree of advantage.

[0077] In this case, for example, when fighting in a section GR with an enemy advantage (strong), the enemy character's fighting ability is greatly strengthened, so the battle will initially be unfavorable, but as the player defeats the enemy character, the enemy's strengthening will be gradually removed, and the battle will gradually become more favorable. Therefore, the player's sense of accomplishment can be further enhanced.

[0078] In addition, in this embodiment, the game program may cause the information processing device 3 to further function as a point setting processing unit 25 that sets points for each game character, in which case the first information collection processing unit 29 may collect the total points of the game characters related to the area GR to be collected for each force to which the game characters belong, and the battle situation determination processing unit 31 may determine that the force with the larger total points is dominant and the force with the smaller total points is at a disadvantage.

[0079] In this case, by introducing a new parameter called points for determining the battle situation, it becomes possible to set the battle situation identification display independently of other parameters, thereby improving the degree of freedom in game design. Also, by varying the size of points depending on the type of game character, for example, the introduction of a powerful game character can suddenly change the surrounding battle situation, making it possible to change the impact that the type of game character has on the battle situation. This therefore improves the degree of freedom and tacticality in battle design.

[0080] In addition, in this embodiment, the game program may further cause the information processing device 3 to function as a point increase processing unit 37 that increases the points of game characters that belong to the same faction as the special character and are present around the special character when the special character placed in the game field GF performs a predetermined action.

[0081] For example, simply reducing the number of enemy characters and increasing the number of ally-controlled areas lacks strategic and tactical value, and there is little sense of connection between the battle scenario and the battle situation. Specifically, there is a problem that, since there is no "specific element that holds the key to capturing a controlled area," there is no way to quickly recapture a controlled area, and there is no fighting method specialized for recapturing a controlled area, so ultimately, gameplay becomes a matter of simply reducing the number of enemies. Furthermore, in terms of the development of the battle scenario, if you want to suddenly increase the number of enemy-controlled areas, the only option is to simply increase the number of enemy characters, which increases the player's battle time and makes the game redundant.

[0082] In this embodiment, a special character is implemented that can increase the points of surrounding game characters. This allows for a fighting style that specializes in recapturing advantageous zones by "defeating the enemy's special character," improving the bargaining and tactical aspects and increasing the enjoyment of the game. Furthermore, by appropriately positioning the enemy's special character, it is possible to rapidly increase the enemy's advantageous zones as the battle scenario unfolds, enhancing the sense of connection between the battle scenario and the battle situation and preventing the game from becoming redundant.

[0083] In this embodiment, the point increase processing unit 37 may increase the points by a predetermined percentage each time the special character performs a predetermined action.

[0084] In this case, the battle situation worsens each time the enemy special character performs a predetermined action, which improves bargaining and tactical aspects, such as prioritizing defeating the enemy special character over defeating enemy characters to reduce their numbers.

[0085] In addition, in this embodiment, the game program may further cause the information processing device 3 to function as a second ability enhancement processing unit 39 that enhances the combat-related abilities of game characters that belong to the same faction as the special character and are present around the special character when the special character performs a predetermined action.

[0086] In this embodiment, when a special character performs a predetermined action, the combat capabilities of surrounding game characters increase. Therefore, for example, by prioritizing defeating an enemy special character over defeating enemy characters to reduce their numbers, it is possible to avoid increasing the combat capabilities of enemy characters and prevent a disadvantage in battle. In this way, bargaining and tactics can be improved.

[0087] In this embodiment, the second ability enhancement processing unit 39 may increase the ability related to combat by a predetermined percentage each time the special character performs a predetermined action.

[0088] In this case, each time the enemy's special character performs a predetermined action, the enemy character's combat ability increases, and the battle situation worsens. Therefore, for example, it is possible to prioritize defeating the enemy's special character over defeating enemy characters to reduce their numbers, thereby improving bargaining and tactical aspects.

[0089] In this embodiment, the battle situation display processing unit 33 may also display a notice when the battle situation changes from a balanced state to a state in which one side is dominant.

[0090] In this case, for example, if the situation changes from one in which the allied forces and the enemy forces are at an equal footing to one in which the enemy forces are superior, a warning can be given to the player by displaying a warning, which can prompt the player to reconsider their tactics, further improving the tactical aspect of the game and increasing convenience.

[0091] In addition, in this embodiment, the game program may cause the information processing device 3 to further function as a second information aggregation processing unit 41 that aggregates information relating to multiple game characters fighting in the game field GF across the entire game field, and a gauge display processing unit 43 that displays a battle situation gauge 67 that indicates the battle situation across the entire game field based on the information aggregation results.

[0092] In this case, the player can grasp the detailed battle situation for each section GR as well as the battle situation of the entire game field at a glance using the battle situation gauge 67, which further improves tacticality and convenience.

[0093] In this embodiment, the battle situation display processing unit 33 may also display the battle situation determination results for each section GR in a distinguishable manner on the map screen 23 that shows the topography of the game field GF.

[0094] In this case, the display of the game field GF in which the player moves the game character can be left unchanged, and only the display of the map screen 23 can be changed according to the battle situation, so that the ever-changing battle situation can be displayed without interfering with game play.

[0095] <6. Modifications, etc.> The present invention is not limited to the above-described embodiment, and various modifications are possible within the scope of the spirit and technical concept of the present invention.

[0096] For example, although the above description has been given as an example of a case where the battle situation is identifiable displayed on the map screen 23, the battle situation may also be identifiable displayed on a game screen other than the map screen 23. For example, the display mode of the game field GF may be changed according to the battle situation, or the display mode of the game characters may be changed according to the battle situation.

[0097] In the above, 100% of the game character's points are calculated for each section GR covered by the range of the influence area AR1. However, for example, the game character's points may be distributed to each section GR. In this case, the total of the points distributed to each section GR is 100%. For example, the distribution of points may be changed so as to be proportional to the area of ​​the overlapping range of the influence area AR1.

[0098] Although the present invention has been described above as being applied to an action role-playing game, the genre of games to which the present invention can be applied is not limited to this. For example, the present invention can be applied to a wide variety of games, including simulation games, role-playing games, adventure games, action games, and fighting games.

[0099] Furthermore, in addition to what has already been described above, the methods according to the above-described embodiments and modifications may be appropriately combined and used. Although not specifically illustrated, the above-described embodiments and modifications may be implemented with various modifications within the scope of their spirit.

[0100] The problems and effects that the above-described embodiments and modifications are intended to solve are not limited to those described above. The embodiments and modifications may solve problems or achieve effects that are not described above, or may solve only some of the problems or achieve only some of the effects that are described.

[0101] <7. Hardware configuration of information processing device> Next, an example of a hardware configuration of the information processing device 3 that realizes each processing unit implemented by a program executed by the CPU 101 and the like described above will be described with reference to FIG.

[0102] 13, the information processing device 3 includes, for example, a CPU 101, a ROM 103, a RAM 105, a GPU 106, a dedicated integrated circuit 107 constructed for a specific application, such as an ASIC or an FPGA, an input device 113, an output device 115, a recording device 117, a drive 119, a connection port 121, and a communication device 123. These components are connected to each other via a bus 109, an input / output interface 111, etc., so that signals can be transmitted between them.

[0103] The game program can be recorded in, for example, the ROM 103, the RAM 105, or a recording device 117 such as a hard disk.

[0104] The game program may also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 125, such as a magnetic disk such as a flexible disk, various optical disks such as CDs, MO disks, and DVDs, or a semiconductor memory. Such recording medium 125 may also be provided as a so-called package software. In this case, the game program recorded on such recording medium 125 may be read by drive 119 and recorded on the recording device 117 via input / output interface 111, bus 109, etc.

[0105] The game program may also be stored, for example, on a download site, another computer, or another storage device (not shown). In this case, the game program is transferred via a network NW such as a LAN or the Internet, and the communication device 123 receives the program. The program received by the communication device 123 may then be recorded in the storage device 117 via the input / output interface 111, the bus 109, or the like.

[0106] The game program may also be recorded in, for example, an appropriate externally connected device 127. In this case, the game program may be transferred via an appropriate connection port 121 and recorded in the recording device 117 via the input / output interface 111, the bus 109, etc.

[0107] The CPU 101 then executes various processes in accordance with the programs recorded in the recording device 117, thereby realizing processes by the point setting processing unit 25, area setting processing unit 27, first information compilation processing unit 29, battle situation determination processing unit 31, battle situation display processing unit 33, first ability enhancement processing unit 35, point increase processing unit 37, second ability enhancement processing unit 39, second information compilation processing unit 41, gauge display processing unit 43, etc. In this case, the CPU 101 may, for example, directly read and execute the programs from the recording device 117, or may execute the programs after loading them into the RAM 105. Furthermore, when the CPU 101 receives a program via the communication device 123, the drive 119, or the connection port 121, for example, the CPU 101 may directly execute the received program without recording it in the recording device 117.

[0108] Furthermore, the CPU 101 may perform various processes based on signals and information input from an input device 113, such as a microphone, mouse, keyboard, etc. (not shown), including the game controller 5 described above, as needed.

[0109] The GPU 106 performs processing for image display, such as rendering processing, in response to instructions from the CPU 101 .

[0110] Then, the CPU 101 and the GPU 106 output the results of the above processing from an output device 115, which may include, for example, the above-mentioned display device 7. Furthermore, the CPU 101 and the GPU 106 may transmit the processing results via the communication device 123 or the connection port 121, as necessary, or may record the results in the recording device 117 or the recording medium 125. [Explanation of symbols]

[0111] 1. Game System 3. Information processing equipment 5. Game Controllers 7 Display device 17 Player Character (Object) 19 Generals (Objects) 21 Soldier (Object) 23 Map screen 25 Point setting processing section 27 Area setting processing unit 29 First Information Collection and Processing Unit 31 Battle situation judgment processing unit 33 Battle situation display processing unit 35 First Capacity Enhancement Processing Department 37 Point increase processing section 39 2nd Capacity Enhancement Processing Department 41 Second Information Collection and Processing Unit 43 Gauge display processing section 65 War Drummer (Special Object) 67 Battle Situation Gauge (Gauge) AR1 Impact Area AR2 Impact Area GF Game Field GR section 125 Recording Media

Claims

1. An information processing device a first information collection processing unit that collects information related to a plurality of objects that fight in a game field for each predetermined section set in the game field; a battle situation determination processing unit that determines the battle situation for each of the sections based on the information aggregation result; a battle situation display processing unit that displays the determination result of the battle situation for each of the sections in a distinguishable manner; a first ability strengthening processing unit that strengthens a battle-related ability of the object that belongs to the force that is determined to be in the advantageous position in the battle situation in the section; A game program to function as a

2. The battle situation determination processing unit: determining the degree of the battle situation for each of the sections based on the results of the information compilation; The first capability enhancement processing unit is strengthening, in stages, the combat capabilities of the objects belonging to the power determined to be in a superior position in the battle situation based on the degree of superiority; The game program according to claim 1 .

3. The information processing device a point setting processing unit that sets a point for each of the objects; It further functions as The first information collection processing unit tallying the total points of the objects related to the plot to be tallied for each power to which the objects belong; The battle situation determination processing unit: The power with the larger total points is determined to be superior, and the power with the smaller total points is determined to be inferior.

3. The game program according to claim 1 or 2.

4. The information processing device a point increase processing unit that increases the points of objects that exist around a special object and belong to the same power as the special object when the special object placed on the game field performs a predetermined action; 4. The game program according to claim 3, further functioning as:

5. The point increase processing unit Each time the special object performs the predetermined action, the points are increased by a predetermined percentage. The game program according to claim 4.

6. The information processing device a second ability enhancement processing unit that enhances the combat abilities of the objects that exist around the special object and belong to the same force as the special object when the special object performs a predetermined action; 6. The game program according to claim 4 or 5, further functioning as:

7. The second capability enhancement processing unit is Each time the special object performs the predetermined action, the combat-related ability is increased by a predetermined percentage. The game program according to claim 6.

8. The battle situation display processing unit When the battle situation changes from a balanced state to one of the forces gaining an advantage, a warning is displayed. The game program according to any one of claims 1 to 7.

9. The information processing device a second information collection processing unit that collects the information related to the plurality of objects fighting in the game field over the entire game field; a gauge display processing unit that displays a gauge representing the battle situation of the entire game field based on the information aggregation result; 9. The game program according to claim 1, further functioning as a game program.

10. 10. A recording medium readable by an information processing device, on which the game program according to claim 1 is recorded.

11. A game processing method executed by an information processing device, comprising: a step of aggregating information related to a plurality of objects fighting in the game field for each predetermined section set in the game field; a step of determining the battle situation for each of the sections based on the information aggregation result; a step of displaying the battle situation assessment result in a manner that allows identification for each of the sections; strengthening the combat capabilities of the object belonging to the force determined to be in the advantageous position in the battle situation in the section; A game processing method comprising:

Citation Information

Patent Citations

  • Game program, recording medium, game processing method

    JP2019103596A