Program, method and information processing device

The system increases the strategic use of defensive actions by imposing risks during attack periods, ensuring games remain engaging by balancing defensive and offensive strategies.

JP2026042492AActive Publication Date: 2026-03-11CYGAMES INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-27
Publication Date
2026-03-11

AI Technical Summary

Technical Problem

Conventional information processing devices allow unlimited defensive actions for player characters, which can make games less interesting.

Method used

Implement a system where defensive actions during an attack period increase the risk of adverse effects on the player character, limiting their abuse and maintaining game interest.

Benefits of technology

This system enhances gameplay by making defensive actions more strategic, preventing their overuse and maintaining game engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the enjoyment of the game. SOLUTION: In principle, an attack action cannot be canceled even if the right button 212 is pressed during a non-cancelable period, but as long as the right button 212 is kept pressed during the non-cancelable period, execution of a defensive action will exceptionally begin on the condition that an enemy character's attack hits the player character. If execution of a defensive action begins during a non-cancelable period, the amount of defense points that are reduced increases and the non-recoverable period also becomes longer.
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Description

[Technical Field]

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

[0002] Conventionally, there have been known information processing devices capable of executing games in which a player character is moved based on input from a player and battles an enemy character. This type of information processing device is capable of causing the player character to perform attacking actions to attack an enemy character and evading actions to avoid an attack from an enemy character based on input from a player (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7399254 Summary of the Invention [Problem to be solved by the invention]

[0004] This type of information processing device is expected to make the game more interesting by allowing the player character to perform defensive actions to defend against attacks from enemy characters in addition to attacking and evasive actions, but if defensive actions are allowed to be performed without limit, there is a risk that the game will become less interesting.

[0005] The present invention has been made in view of the above circumstances, and its object is to make games more entertaining. [Means for solving the problem]

[0006] (1) One aspect of the present invention relates to a program for a game, which causes a computer to execute the steps of: having a player character perform an attacking action based on an attack input that causes the player character to perform an attacking action; having the player character perform a defensive action based on a defense input that causes the player character to perform a defensive action; changing a specific parameter when the player character is attacked by an enemy character while performing a defensive action; and, when the specific parameter reaches a predetermined value, causing an adverse effect on the player character; the program causes the player character to continue the attacking action even if the defense input is performed during a specific period of an attack period in which the player character is performing an attacking action; has the player character perform a defensive action when the player character is attacked by an enemy character while the defense input is being performed; and, when the player character is attacked by an enemy character while the defense input is being performed during the specific period, causes the amount of change in the specific parameter to be greater than when the player character is attacked by an enemy character while performing a defensive action.

[0007] In the present invention, even during a specific period in which attack actions continue even when a defensive input is made, the player character can be made to perform a defensive action on the condition that the player character is attacked by an enemy character while a defensive input is being made; however, this increases the amount of change in a specific parameter and makes it more likely that an adverse effect will occur to the player character, making it possible to easily defend against attacks from enemy characters during the specific period while preventing the abuse of defensive actions during the specific period.

[0008] (2) In another aspect of the present invention, during a non-specific period of the attack period, when the defense input is made, the player character may be caused to perform a defensive action regardless of whether the player character has been attacked by an enemy character.

[0009] In this way, even if the player character performs a defensive action during a non-specific period, the amount of change in the specific parameter when attacked by an enemy character will not be large, and adverse effects on the player character will not be likely to occur.

[0010] (3) Another aspect of the present invention relates to a method for a game, comprising the steps of: having a player character perform an attacking action based on an attack input that causes the player character to perform an attacking action; having the player character perform a defensive action based on a defense input that causes the player character to perform a defensive action; changing a specific parameter when the player character is attacked by an enemy character while performing a defensive action; and, when the specific parameter reaches a predetermined value, causing an adverse effect on the player character, wherein during a specific period of an attacking period in which the player character is performing an attacking action, the player character continues the attacking action even if the defense input is made; when the player character is attacked by an enemy character while the defense input is being made, the player character is made to perform a defensive action; and when the player character is attacked by an enemy character while the defense input is being made during the specific period, the amount of change in the specific parameter is greater than when the player character is attacked by an enemy character while performing a defensive action.

[0011] (4) Another aspect of the present invention relates to an information processing device that causes a player character to perform an attacking action based on an attack input that causes the player character to perform an attacking action, causes the player character to perform a defensive action based on a defensive input that causes the player character to perform a defensive action, and when the player character is attacked by an enemy character while performing a defensive action, changes a specific parameter, and when the specific parameter reaches a predetermined value, causes an adverse effect on the player character, causes the player character to continue the attacking action even if the defensive input is made during a specific period of the attack period when the player character is performing an attacking action, causes the player character to perform a defensive action when the player character is attacked by an enemy character while the defensive input is being made, and when the player character is attacked by an enemy character while the defensive input is being made during the specific period, makes the player character perform a defensive action, and when the player character is attacked by an enemy character while the defensive input is being made, the amount of change in the specific parameter is larger than when the player character is attacked by an enemy character while performing a defensive action.

[0012] (5) Another aspect of the present invention relates to a non-transient computer-readable information storage medium that stores a program for a game, the program causing a computer to execute the following steps: having a player character perform an attacking action based on an attack input that causes the player character to perform an attacking action; having the player character perform a defensive action based on a defense input that causes the player character to perform a defensive action; changing a specific parameter when the player character is attacked by an enemy character while performing a defensive action; and, when the specific parameter reaches a predetermined value, causing an adverse effect to the player character; during a specific period of an attack period in which the player character is performing an attacking action, causing the player character to continue the attacking action even if the defense input is made; having the player character perform a defensive action when the player character is attacked by an enemy character while the defense input is being made; and, when the player character is attacked by an enemy character while the defense input is being made during the specific period, causing the amount of change in the specific parameter to be greater than when the player character is attacked by an enemy character while performing a defensive action. [Brief explanation of the drawings]

[0013] [Figure 1] 1 is a schematic block diagram illustrating a configuration of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a functional block diagram illustrating functions of a server device according to an embodiment of the present invention. [Figure 3] FIG. 2 is a functional block diagram illustrating functions of a terminal device according to an embodiment of the present invention. [Figure 4] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 5] FIG. 2 is a diagram illustrating a controller of the terminal device according to the embodiment of the present invention. [Figure 6] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 7] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 8] FIG. 1 is a diagram for explaining a method according to an embodiment of the present invention. [Figure 9] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. [Figure 10] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. [Figure 11] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. [Figure 12] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. [Figure 13] 10 is a flowchart showing a processing flow according to a modified example of the embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0014] The following describes an embodiment of the present invention. Note that the embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.

[0015] 1. Information processing system configuration Fig. 1 is a schematic block diagram showing the configuration of an information processing system 10 according to this embodiment. As shown in Fig. 1, in the information processing system 10, a server device 12 and multiple terminal devices 14 are connected via a network 16 such as the Internet, a mobile phone network, a LAN, or a WAN, forming a so-called client-server communication system. Each of the multiple terminal devices 14 communicates with the server device 12 via the network 16 to send and receive various information, and communicates with the other terminal devices 14 via the network 16 and the server device 12 to send and receive various information.

[0016] The server device 12 includes a processor such as a CPU, a main memory such as a ROM or RAM, an external memory such as a hard disk, an input device such as a keyboard, a display device such as an LCD display, a communication device, etc. In the server device 12, the CPU executes various processes according to programs stored in the main memory or programs loaded into the main memory from the external memory, and receives information from the terminal device 14 and transmits information to the terminal device 14 via the communication device.

[0017] The terminal device 14 can be an information processing device of various forms, such as a smartphone, tablet, personal computer, portable game console, or stationary game console, and each of these devices also includes a processor such as a CPU, a main memory such as a ROM or RAM, an external memory such as a flash memory or a hard disk, an input device such as a touch panel, keyboard, or microphone, a display device such as an LCD display or an organic EL display, a sound output device such as a speaker, a communication device, etc. In the terminal device 14, the CPU also executes various processes according to programs stored in the main memory or programs loaded into the main memory from an external memory device, and receives information from the server device 12 via the communication device, and transmits information to the server device 12 or other terminal devices 14.

[0018] Fig. 2 is a functional block diagram showing the functions of the server device 12 of this embodiment. As shown in Fig. 2, the server device 12 of this embodiment includes a server information storage medium 20, a server storage unit 30, a server communication unit 36, and a server information processing unit 40. Note that some of the components (units) of Fig. 2 may be omitted.

[0019] The server information storage medium 20 stores programs and data for the server information processing unit 40 and the server communication unit 36 ​​to perform various processes, and its functions can be realized by a flash memory, a hard disk, an optical disc (DVD, BD), etc. In other words, the server information storage medium 20 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0020] The server storage unit 30 serves as a work area for the server information processing unit 40 and the server communication unit 36, and its functions can be realized by RAM (main memory), VRAM (video memory), etc. In detail, the server storage unit 30 includes a main memory unit 32 into which programs and data are read from the server information storage medium 20.

[0021] The server communication unit 36 ​​performs various controls for communication with an external network (e.g., other server devices 12 or terminal devices 14), and its functions can be realized by various processors (CPU (main processor), GPU (graphics processor), DSP, etc.), or hardware such as a communication ASIC, or programs.

[0022] The server information processing unit 40 performs various processes such as game processing based on the received data received by the server communication unit 36 ​​and various programs and data in the server memory unit 30, using the main memory unit 32 as a work area, and its functions can be realized by hardware such as various processors and ASICs, or programs.

[0023] The server information processing unit 40 includes a server game processing unit 42 and a server communication control unit 48. Note that some of these components may be omitted.

[0024] Based on the received data received by the server communication unit 36, the results of various processes performed by the server information processing unit 40, and the programs and data loaded into the main memory unit 32, the server game processing unit 42 performs processes such as starting a game when a game start condition is met, executing a game function selected from multiple types of game functions, matching multiple players (player identification information, player IDs) to form a single group, having multiple players forming a single group participate in a multiplayer game, controlling a competitive game, progressing the game, determining game media such as characters and items to be given to players by lottery from multiple game media, generating an event when an event occurrence condition is met, calculating the game result, or ending the game when a game end condition is met.

[0025] The server communication control unit 48 causes the server communication unit 36 ​​to communicate with other server devices 12 or terminal devices 14, and performs processing for transmitting and receiving various information. For example, the server communication control unit 48 causes the server communication unit 36 ​​to transmit and receive information necessary for the process of newly registering a player in the information processing system 10, information necessary for the process of logging a player into the information processing system 10, information necessary for the process of setting an opponent player who will cooperate or compete with the logged-in player, and information necessary for the process of synchronizing multiple terminal devices 14 to run a multiplayer game. The server communication control unit 48 also causes the server communication unit 36 ​​to transmit and receive destination information indicating the destination of the information, source information indicating the source of the information, identification information identifying the information processing system 10 that generated the information, and the like.

[0026] Fig. 3 is a functional block diagram showing the functions of the terminal device 14 of this embodiment. As shown in Fig. 3, the terminal device 14 of this embodiment includes a player input detection unit 50, a display unit 52, a sound output unit 54, a terminal information storage medium 56, a terminal storage unit 60, a terminal communication unit 66, and a terminal information processing unit 100. Note that some of the components (units) of Fig. 3 may be omitted.

[0027] The player input detection unit 50 is for detecting inputs made by the player to the terminal device 14 as player inputs, and its function can be realized by a touch sensor, a switch, an optical sensor, a variable resistance sensor (potentiometer), an acceleration sensor, a microphone, etc.

[0028] The display unit 52 displays images on a display screen, and its function can be realized by a liquid crystal display, an organic EL display, or the like.

[0029] The sound output unit 54 outputs sound, and its function can be realized by a speaker, headphones, or the like.

[0030] The terminal information storage medium 56 stores programs and data for the terminal information processing unit 100 and the terminal communication unit 66 to perform various processes, and the functions thereof can be realized by a flash memory, a hard disk, an optical disc (DVD, BD), etc. That is, the terminal information storage medium 56 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0031] The terminal storage unit 60 serves as a work area for the terminal information processing unit 100 and the terminal communication unit 66, and its functions can be realized by RAM (main memory), VRAM (video memory), etc. In detail, the terminal storage unit 60 includes a main memory unit 62 into which programs and data are read from the terminal information storage medium 56, and a drawing buffer 64 into which images to be displayed on the display unit 52 are drawn.

[0032] The terminal communication unit 66 performs various controls for communication with an external network (e.g., a server device 12 or another terminal device 14), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.

[0033] In addition, the programs (data) for causing the computer to function as each part of this embodiment may be downloaded from the server device 12 to the terminal information storage medium 56 (or main memory unit 62) of the terminal device 14 via the network 16 and the terminal communication unit 66, and such use of the server device 12 may also be included within the scope of the present invention.

[0034] The terminal information processing unit 100 performs various processes such as game processing, image generation processing, and sound generation processing based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, and the various programs and data in the terminal storage unit 60, using the main storage unit 62 as a work area, and its functions can be realized by various processors (CPU (main processor), GPU (graphics processor), DSP, etc.), hardware such as ASIC, and programs.

[0035] The terminal information processing unit 100 includes an input receiving unit 102, a terminal game processing unit 110, a display control unit 130, a hit determination unit 140, a character control unit 142, a parameter update unit 144, an image generation unit 146, a sound control unit 150, and a terminal communication control unit 160. Note that some of these units may be omitted.

[0036] The input acceptance unit 102 accepts the player input as a valid input according to the situation, or does not accept it as an invalid input, based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, the programs and data loaded into the main memory unit 62, etc.

[0037] The terminal game processing unit 110 (game processing unit) performs processing such as starting a game when a game start condition is met, executing a game function selected from multiple types of game functions, matching a player (player, player ID) of the terminal device 14 with players (other players, other player IDs) of other terminal devices 14 to participate in a multiplayer game, controlling a competitive game, progressing the game, generating an event when an event generation condition is met, calculating the game result, taking a game image, or ending the game when a game end condition is met, based on the player input detected by the player input detection unit 50, received data received by the terminal communication unit 66, results of various processes performed by the terminal information processing unit 100, and programs and data loaded into the main memory unit 62.

[0038] The display control unit 130 controls the display of images displayed on the display unit 52. Specifically, the display control unit 130 controls the display content, display mode, display timing, etc. of various objects and pre-rendered images (movie images) based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, the programs and data loaded into the main memory unit 62, etc.

[0039] For example, the terminal information storage medium 56 stores object data of various objects such as background objects for displaying backgrounds, effect objects for displaying effects, GUI objects for displaying GUIs (Graphical User Interfaces) such as buttons, player characters whose movements and actions (motions) can be controlled by the player of the player's own terminal device 14, other player characters whose movements and actions can be controlled by players of other terminal devices 14, and one or more non-player characters whose movements and actions are based on a given algorithm, and non-character objects for displaying things other than characters such as buildings, tools, vehicles, and terrain, as well as image data of various pre-rendered images.

[0040] The display control unit 130 controls the display of objects and pre-rendered images based on the object data and image data of pre-rendered images loaded into the main memory unit 62, depending on the type of game function being executed, the progress of the game, etc.

[0041] When displaying a three-dimensional game image, the display control unit 130 performs processing to place, move, or operate objects made up of primitives such as polygons, free-form surfaces, and two-dimensional images that represent the objects in a virtual three-dimensional space (virtual space) based on the object data loaded into the main memory unit 62. The display control unit 130 also performs processing to control the position, direction (line-of-sight direction), and angle of view (field of view range) of a virtual camera (viewpoint) to generate an image that can be seen from a given (arbitrary) viewpoint in the virtual three-dimensional space.

[0042] In detail, the display control unit 130 includes an object control unit 132 and a virtual camera control unit 134 .

[0043] The object control unit 132 performs processing to place various objects configured of primitive surfaces such as polygons in a virtual three-dimensional space. Specifically, the object control unit 132 determines the position and orientation (rotation angle) of an object in the world coordinate system for each frame (1 / 30 seconds) based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, and programs and data loaded into the main memory unit 62, and places the object at the determined position (three-dimensional coordinates) in the determined orientation.

[0044] The object control unit 132 also performs movement calculations and motion calculations (movement or motion simulations) for moving or moving objects such as the player character, other player characters, and non-player characters. Specifically, the object control unit 132 calculates object movement information (position, rotation angle, speed, acceleration, etc.) and motion information (position, rotation angle, speed, acceleration, etc.) for each frame based on the player input detected by the player input detection unit 50, received data received by the device communication unit 66, results of various processes performed by the device information processing unit 100, and movement algorithms, motion algorithms, and motion data loaded into the main memory unit 62, and performs processing to move the object within the virtual three-dimensional space and to cause each of the multiple parts that make up the object to move (animate). The object control unit 132 also determines whether objects are in contact with each other, and if they are in contact with each other, performs processing to restrict the movement and motion of the objects so that they do not overlap.

[0045] If the object is a character object, the object control unit 132 controls the character's movements based on movement data associated with each character. Specifically, the movement data includes the position and rotation angle (the rotation angle of a child bone relative to a parent bone) of each bone that constitutes the character's skeleton (the part objects, joints, and bones that constitute the character object), and the object control unit 132 controls the character's attack movement, defense movement, evasion movement, movement movement, etc. by moving each bone that constitutes the character's skeleton based on the movement data or by deforming the skeleton shape.

[0046] When a multiplayer game is being played, player input information corresponding to the player input detected by the player input detection unit 50, position information of the player character, and various parameters of the player or player character are exchanged between the multiple matched terminal devices 12 via the server device 12.

[0047] With regard to other player characters, the terminal communication unit 66 receives other player information such as player input information of other players transmitted from other terminal devices 14 corresponding to the other player characters, position information of other player characters, and various parameters of other players or other player characters, and performs processing to move or operate the other player characters based on the received other player information, player input detected by the player input detection unit 50, results of various processes performed by the terminal information processing unit 100, and object data, movement algorithms, movement algorithms, and movement data of the other player characters loaded into the main memory unit 62.

[0048] With regard to non-player characters, processing is performed to move or operate the non-player characters based on other player information received by the terminal communication unit 66, player input detected by the player input detection unit 50, the results of various processes performed by the terminal information processing unit 100, and non-player character object data, movement algorithms, movement algorithms, and movement data loaded into the main memory unit 62.

[0049] As a result, the movements and actions of the player character, other player characters, non-player characters, and enemy characters are synchronized among the multiple terminal devices 14 participating in the multiplayer game.

[0050] The virtual camera control unit 134 performs processing to control a virtual camera (viewpoint) for generating an image seen from a given (arbitrary) viewpoint in the virtual three-dimensional space. Specifically, the virtual camera control unit 134 determines the position, orientation (rotation angle), and angle of view of the virtual camera in the world coordinate system for each frame (1 / 30 seconds) based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, the program and virtual camera control data loaded into the main memory unit 62, etc., and places the virtual camera at the determined position with the determined orientation and angle of view.

[0051] Here, the orientation of the virtual camera may be controlled by setting a gaze point, which is the point from which the virtual camera looks, in the virtual three-dimensional space, and controlling the orientation of the virtual camera so that it faces the set gaze point. The angle of view of the virtual camera may be controlled by expanding or contracting the angle of view, or by changing the distance between the virtual camera and a screen (projection surface) onto which the object is projected. By narrowing the angle of view of the virtual camera or increasing the distance between the screen and the virtual camera, an image that zooms in on the target object can be generated, and by widening the angle of view of the virtual camera or decreasing the distance between the screen and the virtual camera, an image that zooms back from the target object can be generated.

[0052] The virtual camera control unit 134 also controls the position, orientation, and angle of view of the virtual camera so that the virtual camera follows changes in the position and orientation of the player character who moves and performs actions based on player input, and so that the position, orientation, and angle of view of the virtual camera change based on player input.

[0053] Furthermore, based on virtual camera control data for specifying the position (movement path), orientation, angle of view, and point of interest of the virtual camera, virtual camera control unit 134 controls the position, orientation, and angle of view of the virtual camera so that the virtual camera moves to a predetermined position, moves along a predetermined movement path, rotates at a predetermined rotation angle, or changes to a predetermined angle of view. The virtual camera control data may include the position, rotation angle, angle of view, and point of interest of the virtual camera for each frame, as well as the amount of change, rate of change, and period of change (number of frames) for the position, rotation angle, angle of view, and point of interest of the virtual camera for each frame.

[0054] The hit determination unit 140 determines whether an attack by a certain character hits another character (collision determination). In more detail, an attack range is set for a character's attack action, and when a character performs an attack action, the attack direction is determined based on the character's orientation at that time, and the attack range is set in the determined attack direction. The hit determination unit 140 determines whether the set attack range overlaps with the range of the character being attacked, and if they do, determines that the attack has hit. Character attack actions include a variety of attack actions, such as punching, kicking, and slashing with a sword, which set the attack range near the character, as well as shooting a gun, breathing fire, using magic, and using abilities, which set the attack range at a position away from the character, or which move the attack range or set the character being attacked.

[0055] The character control unit 142 determines whether or not the various conditions set for each character are satisfied based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, particularly the results of various processes performed by the display control unit 130, and the programs and data loaded into the main memory unit 62, and if the conditions are satisfied, performs processing to control the various states that can be set for each character.

[0056] The parameter update unit 144 updates various parameters associated with the player, such as the player's level, experience points, and money, as well as various parameters associated with the character, such as the character's hit points (life, stamina), attack power, and defense power, when an update condition corresponding to the type of parameter is met. For example, a character becomes inactive when hit points reach 0. However, when it is determined that an attack on a character has hit, the parameter update unit 144 reduces the hit points of the attacked character by subtracting the damage value set for the hit attack from the hit points of the attacked character. Furthermore, when an item or magic that restores hit points is used, the parameter update unit 144 increases the hit points of the character that was the target of the item or magic by adding the hit restoration value set for the used item or magic to the hit points of the character that was the target of the item or magic.

[0057] The image generation unit 146 performs processing to draw a game image in the drawing buffer 64 for each frame based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, in particular the results of various processes performed by the display control unit 130, and the programs and data loaded into the main memory unit 62, thereby generating a game image in which various objects and various pre-rendered images are displayed, and outputs the generated game image to the display unit 52 to display the game image.

[0058] When generating a three-dimensional game image, object data (model data) including vertex data (vertex position coordinates, texture coordinates, color data, normal vector or alpha value, etc.) for each vertex of the object (model) is obtained based on various processing results of the display control unit 130, and vertex processing (shading by a vertex shader) is performed based on the vertex data included in the obtained object data.

[0059] In vertex processing, vertex movement processing, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, perspective transformation, and other geometric processing are performed in accordance with a vertex processing program (vertex shader program), and based on the results of this processing, the vertex data given for the group of vertices that make up the object is changed (updated, adjusted).

[0060] After vertex processing, rasterization (scan conversion) is performed based on the vertex data after vertex processing, and the faces of the polygons (primitives) are associated with the pixels. After rasterization, pixel processing (shading by pixel shaders, fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).

[0061] In pixel processing, various processes such as texture mapping, hidden surface removal, setting / changing color data, semi-transparent compositing, and anti-aliasing are performed in accordance with the pixel processing program (pixel shader program) to determine the final drawing color of the pixels that make up the image, and the drawing color of the perspective-transformed object is output (drawn) to the drawing buffer 64 (a buffer that can store image information on a pixel-by-pixel basis; a rendering target). In other words, in pixel processing, per-pixel processing is performed to set or change image information (color value, brightness value, Z value, normal, alpha value, etc.) on a pixel-by-pixel basis. This generates an image that can be seen from a virtual camera (a given viewpoint) in virtual 3D space.

[0062] The sound control unit 150 performs sound processing based on the results of various processes performed in the terminal information processing unit 100, generates game sounds such as music, background music, sound effects, or voice, and outputs the generated game sounds from the sound output unit 54.

[0063] The terminal communication control unit 160 performs processing to cause the terminal communication unit 66 to communicate with the server device 12 or other terminal devices 14 and to transmit and receive various information. For example, the terminal communication control unit 160 causes the terminal communication unit 66 to transmit and receive information necessary for the process of newly registering a player in the information processing system 10, information necessary for the process of logging a player into the information processing system 10, information necessary for the process of setting an opponent player who will cooperate or compete with the logged-in player, and information necessary for the process of synchronizing multiple terminal devices 14 to play a multiplayer game. The terminal communication control unit 160 also causes the terminal communication unit 66 to transmit and receive destination information indicating the destination of the information, source information indicating the source of the information, identification information identifying the information processing system 10 that generated the information, and the like.

[0064] In addition, the server device 12 may be provided with all or part of the functions of the terminal information storage medium 56 of the terminal device 14, all or part of the functions of the terminal memory unit 60, all or part of the functions of the terminal communication unit 66, and all or part of the functions of the terminal information processing unit 100, or the terminal device 14 may be provided with all or part of the functions of the server information storage medium 20 of the server device 12, all or part of the functions of the server memory unit 30, all or part of the functions of the server communication unit 36, and all or part of the functions of the server information processing unit 40.

[0065] 2. Control method of this embodiment The control method of this embodiment will be described in detail below, taking as an example a case where the terminal device 14 is a console video game machine and the game program of this embodiment is applied as a game application for the console video game machine.

[0066] 4 is a diagram showing an example of a game image generated by the game program of this embodiment and displayed in the display area 200 of the display. The game program of this embodiment is configured to be able to execute an action game from a third-person perspective, and generates an image of the player character viewed from above and behind the player character, as shown in FIG. 4, and displays it in the display area 200.

[0067] In the game program of this embodiment, one party is formed with four ally characters, including one player character, and the four ally characters belonging to one party are configured to cooperate and fight against enemy characters, making it possible to play a solo player game or a multiplayer game. In a multiplayer game, up to four terminal devices 14 can be matched, and in each of the four terminal devices 14, the four ally characters belonging to one party, arranged in a common object space (virtual three-dimensional space, virtual space), are configured to fight against enemy characters.

[0068] When a solo player game is played, the four ally characters consist of one player character and three non-player characters; when a multiplayer game is played and two terminal devices 14 are matched, the four ally characters consist of one player character, one other player character, and two non-player characters; when three terminal devices 14 are matched, the four ally characters consist of one player character, two other player characters, and one non-player character; and when four terminal devices 14 are matched, the four ally characters consist of one player character and three other player characters.

[0069] In the example of Figure 4, three ally characters are displayed around the player character, one of which is another player character and the other two are non-player characters. In addition, two enemy characters, which are non-player characters, are displayed in front of the player character.

[0070] While viewing the display area 200 shown in FIG. 4, the player uses the controller 202 of the console video game machine shown in FIG. 5 to input movements and actions of the player character, and enjoys the game battling multiple enemy characters that move and act according to a given algorithm.

[0071] As shown in FIG. 5, the controller 202 is provided with a left analog stick 204, a right analog stick 206, multiple buttons 208, a directional pad 210, etc., and the direction and amount of tilt of the left analog stick 204 and the right analog stick 206 are detected by variable resistance sensors.

[0072] When the left analog stick 204 is tilted, it is accepted as a movement input for moving the player character, and the player character moves according to the direction and amount of tilt of the left analog stick 204. When the right analog stick 206 is tilted, it is accepted as a virtual camera input for changing the orientation of the virtual camera, and the orientation of the virtual camera changes according to the direction and amount of tilt of the right analog stick 206.

[0073] When any of the buttons 208 or directional pad 210 is pressed, depending on the type of button 208 pressed or the position on the directional pad 210 pressed, the operation is accepted as an attack input in which the player character attacks an enemy character, or as a jump input in which the player character jumps.

[0074] The virtual camera is basically placed at a reference position a predetermined distance above and behind the player character's position, and is tilted slightly to the left with respect to the direction of the player character, and as shown in Figure 4, the player character is displayed at a position shifted downward and to the left from the center of the display area 200. When the position or direction of the player character changes, the position and direction of the virtual camera are controlled to follow the changes in the position and direction of the player character.

[0075] 4, a normal input information display 300 showing information about each button 208 shown in Fig. 5 is displayed in the lower right corner of the display area 200. The normal input information display 300 shows the action of the player character corresponding to the input of each button 208, and also includes a button type display 302 showing whether the input of each button 208 is valid. In the example of FIG. 4, the button type display 302 of the button 208 marked with a square mark corresponding to a normal attack and the button type display 302 of the button 208 marked with a triangle mark corresponding to a specific attack are highlighted, indicating that input from the button 208 marked with a square mark corresponding to a normal attack and input from the button 208 marked with a triangle mark corresponding to a specific attack are valid, but the button type display 302 of the button 208 marked with a circle mark corresponding to a special attack and the button type display 302 of the button 208 marked with an x ​​mark corresponding to a jump are not highlighted, indicating that input from the button 208 marked with a circle mark corresponding to a special attack (predetermined action) and input from the button 208 marked with an x ​​mark corresponding to a jump are invalid.

[0076] An ally information display 306 showing information about each ally character is displayed in the upper left corner of the display area 200. The ally information display 306 includes an ally hit point display 308 showing the level, name, and hit points of each ally character, and a specific value display 310 showing a specific value, which is a parameter that, when a predetermined value is reached, enables a specific attack that is more powerful than a normal attack.

[0077] A specific value is set for each ally character, and when an ally character's normal attack hits an enemy character, the specific value of the ally character that hit the enemy character with the normal attack is updated so that it increases. When the specific value of an ally character reaches a predetermined value (e.g., 100), the ally character is set to a specific attack enabled state in which the ally character can execute a specific attack.

[0078] In the example of Figure 4, the specific value display 310 of character A, who is a player character, the specific value display 310 of character B, who is a non-player character, and the specific value display 310 of character D, who is another player character, indicate that their specific values ​​have reached a predetermined value, but the specific value display 310 of character C, who is a non-player character, indicates that their specific value has not reached the predetermined value.

[0079] When the player character is set to a specific attack enabled state, input from the button 208 marked with a triangle is enabled, and the button type display 302 for the button 208 marked with a triangle is highlighted, indicating that input from the button 208 marked with a triangle is enabled. When the button 208 marked with a triangle is pressed in the specific attack enabled state, the player character performs a specific attack.

[0080] When a special attack hits an enemy character, a larger value is subtracted from the enemy character's hit points than when a normal attack hits. When a special attack is performed, regardless of whether the special attack hits the enemy character or not, the special value of the ally character who performed the special attack is reset to its initial value and the ally character is set to a special attack disabled state in which the special attack cannot be performed.

[0081] When the player character is set to a specific attack disabled state, input from the button 208 marked with a triangle is disabled, and the button type display 302 for the button 208 marked with a triangle is not highlighted, indicating that input from the button 208 marked with a triangle is disabled. Even if the button 208 marked with a triangle is pressed in the specific attack disabled state, the player character will not perform a specific attack.

[0082] When a specific attack by an ally character hits an enemy character, the enemy character hit by the specific attack is set to a specific state, and a consecutive specific attack possible period begins during which consecutive specific attacks can be executed on the enemy character in the specific state.

[0083] During one period in which consecutive special attacks are possible, if another ally character lands a second special attack on an enemy character in a special state, a larger value will be subtracted from the hit points of the enemy character in the special state than if the first special attack hits, and if another ally character lands a third special attack on an enemy character in the special state, a larger value will be subtracted from the hit points of the enemy character in the special state than if the second special attack hits, and if another ally character lands a fourth special attack on an enemy character in the special state, a larger value will be subtracted from the hit points of the enemy character in the special state than if the third special attack hits.

[0084] For example, when a normal attack hits, a value based on the attack power of the ally character who landed the normal attack is subtracted from the enemy character's hit points; when the first special attack hits, a value based on the attack power of the ally character who landed the first special attack plus 100 is subtracted from the enemy character's hit points; when the second special attack hits, a value based on the attack power of the ally character who landed the second special attack plus 200 is subtracted from the enemy character's hit points; when the third special attack hits, a value based on the attack power of the ally character who landed the third special attack plus 300 is subtracted from the enemy character's hit points; and when the fourth special attack hits, a value based on the attack power of the ally character who landed the fourth special attack plus 400 is subtracted from the enemy character's hit points.

[0085] The enemy character's special state will be released when the hit points of the enemy character in the special state reach 0, when there are no more ally characters in a special attack possible state, or when the period set as the period during which consecutive special attacks are possible ends.

[0086] In this embodiment, each ally character can immediately perform a specific attack when its own specific value reaches a predetermined value, but if the specific values ​​of other ally characters have not yet reached the predetermined value, multiple ally characters can wait for the specific values ​​of the other ally characters to reach the predetermined value, and then cooperate to perform a specific attack on the same enemy character before the period during which consecutive specific attacks are possible ends, making it easier to defeat the enemy character than if each ally character performed a specific attack alone.

[0087] 4, an enemy information display 312 showing information about each enemy character is displayed near each enemy character. Each enemy information display 312 includes an enemy hit point display 314 showing the hit points of each enemy character, and a special value display 316 showing a special value, which is a parameter that temporarily disables the movement or action of the enemy character when it reaches 0.

[0088] When an attack from an ally character hits an enemy character, the special value of the enemy character that was hit by the attack from the ally character is updated so that it decreases. However, if the enemy character whose special value has decreased continues to not be hit by any further attacks from ally characters, the special value is updated so that it increases over time.

[0089] When the aforementioned special attack hits an enemy character, a larger value is subtracted from the enemy character's special value than when a normal attack hits, just like hit points. Also, if another ally character hits the enemy character with a second special attack during one consecutive special attack period, a larger value is subtracted from the enemy character's special value than when the first special attack hits, and if another ally character hits the enemy character with a third special attack, a larger value is subtracted from the enemy character's special value than when the second special attack hits, and if another ally character hits the enemy character with a fourth special attack, a larger value is subtracted from the enemy character's special value than when the third special attack hits.

[0090] For example, when a normal attack hits, a value based on the attack power of the ally character who hit the normal attack is subtracted from the enemy character's special value; when the first special attack hits, a value based on the attack power of the ally character who hit the first special attack plus 100 is subtracted from the enemy character's special value; when the second special attack hits, a value based on the attack power of the ally character who hit the second special attack plus 200 is subtracted from the enemy character's special value; when the third special attack hits, a value based on the attack power of the ally character who hit the third special attack plus 300 is subtracted from the enemy character's special value; and when the fourth special attack hits, a value based on the attack power of the ally character who hit the fourth special attack plus 400 is subtracted from the enemy character's special value.

[0091] When an enemy character's special value reaches 0 (predetermined conditions are met), it is set to a special state in which it is temporarily unable to move or take action. Enemy characters set to a special state are displayed as stunned and unable to move, as shown in Figure 6. When one enemy character is set to a special state, if an ally character's normal attack hits another enemy character that is not set to a special state, the special values ​​of the other enemy characters are subtracted so that they do not reach 0. In other words, by subtracting the special values ​​of the other enemy characters so that the conditions for setting them to a special state are not met, multiple enemy characters are prevented from being set to a special state at the same time.

[0092] An ally character that exists within a predetermined range of an enemy character that has been set to a special state is set to a special attack available state, which allows the ally character to perform a special attack against the enemy character that has been set to a special state. Even if an ally character that has been set to a special attack available state is hit by an attack from an enemy character, the hit points of the ally character that has been set to the special attack available state do not decrease.

[0093] In the example of Figure 6, when the player character's attack hits the enemy character in the foreground, the special value of the enemy character in the foreground reaches 0, and the enemy character in the foreground is set to a special state. The player character and the ally character on the right are within a predetermined range of the enemy character set to the special state, so they are set to a state where they can perform a special attack.

[0094] When the player character is set to a state in which a special attack is possible, input from the button 208 marked with a circle, shown in Figure 5, is enabled, and the button type display 302 for the button 208 marked with a circle is highlighted, as shown in Figure 6, indicating that input from the button 208 marked with a circle is enabled. When the button 208 marked with a circle is pressed in the special attack possible state, the player character performs a special attack.

[0095] When a special attack hits an enemy character that is set to a special state, a larger value is subtracted from the enemy character's hit points than when a normal attack hits. Normal attacks can hit enemy characters that are not set to a special state, but special attacks cannot. When a special attack is performed, the special attack-enabled state of the ally character that performed the special attack is canceled, regardless of whether the special attack hits the enemy character or not.

[0096] When an enemy character is set to a special state, a special attack period begins during which the character can perform a special attack. When the hit points of the enemy character in a special state reach 0 or the period set as the special attack period ends, the enemy character's special state is released. If there are any ally characters that are not performing special attacks at the time the enemy character's special state is released, the special attack state of the ally characters that are not performing special attacks will be released.

[0097] During the special attack possible period, an ally character may be set to a special attack possible state and a specific attack possible state, but if an ally character performs a specific attack during the special attack possible period, there is a risk that the ally character may gain too much of an advantage, so if there is an ally character that is not performing a special attack at the time a specific attack hits an enemy character in a special state, the specific attack possible state of the ally character that is not performing the special attack will be canceled.

[0098] In this embodiment, when an enemy character's special value reaches 0, if multiple allied characters cooperate to perform a special attack on the same enemy character before the special attack period ends, it will be easier to defeat the enemy character than if each allied character were to perform a special attack alone.

[0099] 4 and 6, a correction information display 318 showing information about parameters that correct the attack power of each ally character is displayed in the center right of the display area 200. The correction information display 318 includes a correction content display 320 showing the content of the correction to the attack power of each ally character, a correction level display 322 showing the correction level, which is a parameter corresponding to the correction content display 320, and a correction point display 324 showing the correction point, which is a parameter whose correction level increases when it reaches its maximum value.

[0100] The bonus points are set for each ally character, and when an ally character's specific or special attack hits an enemy character, the bonus points are updated to increase. When an ally character's normal attack hits an enemy character, the bonus points do not increase.

[0101] For special attacks, the same value is added to the correction points each time the special attack hits an enemy character.

[0102] On the other hand, for special attacks, if another ally character lands a second special attack on an enemy character in a special state during a single special attack available period, a larger value will be added to the correction points than if the special attack were to hit the enemy character the first time, and if another ally character lands a third special attack on an enemy character in a special state, a larger value will be added to the correction points than if the special attack were to hit the enemy character the second time, and if another ally character lands a fourth special attack on an enemy character in a special state, a larger value will be added to the correction points than if the special attack were to hit the enemy character the third time.

[0103] For example, if a special attack hits, 100 will be added to the adjustment points; if the first special attack hits, 100 will be added to the adjustment points; if the second special attack hits, 200 will be added to the adjustment points; if the third special attack hits, 300 will be added to the adjustment points; and if the fourth special attack hits, 400 will be added to the adjustment points.

[0104] Each correction level has a minimum and maximum value for the correction points, and as the correction points increase, the correction level is updated to increase each time the correction points reach the maximum value, and the correction content display 320 is updated to show the content of the correction corresponding to the increased correction level. When the correction level increases, the attack power of each ally character is corrected with the content of the correction corresponding to the increased correction level.

[0105] In the example of Figure 4, it is displayed that the correction level is 2, the correction content is displayed as a correction that increases attack power by 20 percent, the attack power of each ally character is increased by 20 percent, and when an attack of an ally character hits an enemy character, the value to be subtracted from the enemy character's hit points is determined based on the attack power increased by 20 percent.

[0106] On the other hand, in the example of Figure 6, it is displayed that the correction level is 3, the correction content is displayed as a correction that increases attack power by 30 percent, the attack power of each ally character is increased by 30 percent, and when an attack from an ally character hits an enemy character, the value to be subtracted from the enemy character's hit points is determined based on the attack power increased by 30 percent.

[0107] Even if the correction points increase, if the enemy character continues to fail to be hit by further specific attacks or special attacks from ally characters, the correction points are updated to decrease over time. As the correction points decrease, the correction level is updated to decrease each time the correction points reach a minimum value, and the correction content display 320 is updated to show the content of the correction corresponding to the correction level after the decrease. When the correction level decreases, the attack power of each ally character is corrected with the content of the correction corresponding to the correction level after the decrease.

[0108] In this embodiment, if allied characters cooperate to increase the number of specific attacks and special attacks, it is easier to increase correction points and increase attack power than if each character performs specific attacks and special attacks alone.

[0109] In this embodiment, when the correction level reaches its maximum value of 5 and all ally characters belonging to a party perform special attacks, a 12-second special period begins. During the special period, various parameters change to give each ally character an advantage, such as increasing the attack power of each ally character, recovering hit points for each ally character, increasing the effectiveness of each ally character's abilities, shortening the time it takes for each ally character's abilities to be activated, and slowing down the actions of enemy characters.

[0110] As described above, in this embodiment, if allied characters cooperate to perform specific or special attacks on the same enemy character, they can advance the battle to an advantage, thereby providing the player with a variety of motivations for strategic cooperation between allied characters and increasing the player's sense of immersion in the game.

[0111] In this embodiment, as shown in FIG. 5, a right button 212 is provided on the upper right side of the controller 202, and pressing the right button 212 is accepted as a defensive input for the player character to defend against an attack by an enemy character, and as shown in FIG. 7, a defensive action is performed in which the player character assumes a defensive position, and a ring-shaped defensive display 400 is displayed in front of the player character to indicate that the player character is on the defensive.

[0112] In more detail, the execution of a defensive action continues while a defensive input is being made and ends when the defensive input ceases, but the defensive display 400 disappears after being displayed for two seconds after the defensive input begins, even if the defensive input continues. Also, if an enemy character's attack hits the player character while a defensive action is being performed (if the player character is attacked by an enemy character), the defensive display 400 is displayed for two seconds and then disappears.

[0113] Furthermore, while a defensive action is being performed, even if the player character is hit by an attack from an enemy character, the damage value set for the attack that hits is cut by 100%, and the damage value set for the attack that hits is not subtracted from the player character's hit points, so the hit points do not decrease.

[0114] In this embodiment, the player character can avoid an enemy character's attack by moving outside the effective range of the enemy character's attack. However, even in cases where the effective range of the enemy character's attack is too wide to completely avoid the enemy character's attack, or where the placement of objects such as terrain or structures does not provide enough space to avoid the enemy character's attack, or in cases where there is a melee with multiple enemy characters nearby, or even if the player is a beginner or other player not accustomed to avoiding attacks by moving, a defensive action can be performed with the simple operation of pressing the right button 212, thereby protecting the player from the enemy character's attack.

[0115] Furthermore, even while a defensive action is being performed, if the right button 212 is pressed and the left analog stick 204 is tilted, the player character can be moved while performing a defensive action, but the player character's movement speed will be slower than when the player character is moved when not performing a defensive action.

[0116] In addition, in this embodiment, by placing restrictions on the player character's use of defense, tactics are generated in battles with enemy characters, and the player character is assigned defense points (specific parameters) which are parameters related to defense.

[0117] Defense points are initially set to the maximum value, and when an enemy character's attack hits the player character while the player is performing a defensive action, the damage value set for the hit attack is subtracted from the player character's defense points, thereby reducing the defense points.

[0118] Furthermore, if the player character is hit by an attack from an enemy character while performing a defensive action, a non-recoverable period during which defense points do not recover is set to 7 seconds, and the countdown of the non-recoverable period begins. If the 7-second non-recoverable period passes without the enemy character's attack hitting the player character, the defense recovery value set for the player character is added to the player character's defense points with each frame update, thereby increasing the defense points.

[0119] Changes in defense points can be identified by the color of the defense display 400. When the defense points are 50% or more of the maximum value, the defense display 400 is displayed in blue, but when the defense points are less than 50% of the maximum value, the defense display 400 is displayed in yellow.

[0120] When the defense points reach 0 (a predetermined value), the player character executes a defense interruption action that breaks the defense (causing a disadvantageous effect), and the player character is set to a defense-decreased state in which the effectiveness of the defense is reduced (causing a disadvantageous effect). In the defense-decreased state, the defense display 400 is displayed in red.

[0121] Even in a defense-reduced state, a defensive action will be executed when a defensive input is made, but in a defense-reduced state, if an enemy character's attack hits the player character while a defensive action is being performed, the damage value set for the hit attack will be reduced by 20%, and a value equivalent to 0.8 times the damage value set for the hit attack will be subtracted from the player character's hit points, resulting in a decrease in hit points, but the amount of hit point reduction will be less than if a defensive action were not performed.

[0122] In addition, in the defense-reduced state, if an enemy character's attack hits the player character while the player is performing a defensive action, a defense interruption action is executed. If the enemy character's attack hits the player character while the player is performing a defense interruption action, the damage value set for the attack that hit is not cut, and the damage value set for the attack that hit is subtracted from the player character's hit points, resulting in a decrease in hit points.

[0123] Even if the player's defense is reduced, if the player's character is hit by an enemy character's attack while performing a defensive action, the unrecoverable period is set to 7 seconds and the countdown for the unrecoverable period begins. If the 7-second unrecoverable period passes without the player being hit by an enemy character's attack, the player's defense points will increase with each frame update by adding the player's defense recovery value.

[0124] Also, in a defense-reduced state, even if an enemy character's attack hits the player character while the player character is performing a defensive action, the damage value set for the hit attack is not subtracted from the player character's defense points, so the defense points do not decrease.

[0125] The defense reduction state continues until the defense points are restored to their maximum value, at which point the defense reduction state ends. Until the defense reduction state ends, the defense display 400 is displayed in red even if the defense points increase, and once the defense reduction state ends, the defense display 400 is displayed in blue.

[0126] Furthermore, in this embodiment, whether or not the player character is in a defense-lowered state, if the enemy character's attack hits the player character while the defensive action is being performed within five frames from the start of the defensive action, the just defense is deemed to have been successful.

[0127] If a Just Defense is successful, the damage value set for the attack that hits is reduced by 100%, regardless of whether the defense is weakened or not, and the damage value set for the attack that hits is not subtracted from the player character's hit points, so their hit points do not decrease.

[0128] Additionally, if a Just Defense is successful, the damage value set for the hit attack is not subtracted from the player character's defense points, regardless of whether the defense is in a weakened state or not, so the defense points do not decrease.

[0129] The execution of a defensive action is terminated when a defensive input is no longer made, or when an action other than a defensive action, such as an attacking action or a defense interruption action, occurs.

[0130] Figure 8 is a diagram showing the relationship between the attacking actions and defensive actions of a player character. In this embodiment, when an input corresponding to an attacking action such as a normal attack, a specific attack, or a special attack is received, the attacking action corresponding to the input is executed for a predetermined execution period (attack period), but as shown in Figure 8, the execution period of the attacking action of the player character is divided into a non-cancelable period (specific period) during which the attacking action cannot be canceled, and a cancelable period (non-specific period) during which the attacking action can be canceled.

[0131] As shown in Example 1 of Figure 8, when the defensive input is turned ON during the cancelable period, the attacking action being executed is canceled and the execution of a defensive action is started. On the other hand, as shown in Example 2 of Figure 8, even if the defensive input is turned ON during the non-cancelable period, the attacking action being executed is not canceled and continues, and the execution of a defensive action is not started, but if the cancelable period starts while the defensive input is still ON, the execution of a defensive action will start as soon as the cancelable period starts.

[0132] In this embodiment, by creating a period during which defensive actions cannot be performed while an attack action is being performed, it is possible to express the fact that a gap will appear when an attack is being performed, and it is necessary to carefully consider the timing of the attack, such as by refraining from attacking when an enemy character is attacking or is about to attack.

[0133] However, beginners and other players who are not used to timing their attacks may end up receiving more damage than they intended when attacking an enemy character, or may hesitate to attack an enemy character, which could prevent them from fully enjoying the game.

[0134] Therefore, in this embodiment, as shown in Example 3 of Figure 8, even if the defense input is turned ON during a non-cancellable period, in principle the attack action being executed will not be canceled and the execution of the defense action will not begin. However, if the defense input is ON and an enemy character's attack hits the player character, then as an exception, even during the non-cancellable period, the attack action being executed will be canceled and the execution of the defense action will begin.

[0135] If the execution of a defensive action is started during a non-cancellable period and the defense is not in a weakened state, the damage value set for the attack that hits is cut by 100%, and the damage value set for the attack that hits is not subtracted from the player character's hit points, so the hit points do not decrease.

[0136] However, if a defensive action is started during a non-cancelable period and the player character is not in a defense-lowered state, a value equivalent to twice the damage value set for the attack that hits will be subtracted from the player character's defense points, resulting in a larger decrease in defense points (increasing the amount of change in a specific parameter, causing a disadvantageous effect).

[0137] Additionally, if a defensive action is initiated during a non-cancelable period and the defense is reduced, the damage value set for the attack that hits is reduced by 20%, and a value equivalent to 0.8 times the damage value set for the attack that hits is subtracted from the player character's hit points, so although the hit points decrease, the amount of decrease is mitigated.

[0138] Furthermore, if a defensive action is started during a non-cancellable period and the defense is in a weakened state, the damage value set for the hit attack is not subtracted from the player character's defense points, so the defense points do not decrease.

[0139] Furthermore, if a defensive action is started during a non-cancelable period, the non-recoverable period is set to 15 seconds and the countdown for the non-recoverable period begins, regardless of whether the defense is reduced or not. If the 15-second non-recoverable period passes without being hit by an enemy character's attack, the defensive recovery value set for the player character is added to the player character's defensive points each time the frame is updated, thereby increasing the defensive points.

[0140] In this embodiment, as a general rule, an attack action will not be canceled even if the right button 212 is pressed during the non-cancellable period, but if the right button 212 continues to be pressed during the non-cancellable period, an exceptional case will occur in which a defensive action will be started on the condition that an enemy character's attack hits the player character, and hit points will not decrease or the amount of decrease in hit points will be reduced.

[0141] Therefore, in this embodiment, even players who are not accustomed to timing their attacks can avoid significant damage when attacking enemy characters and can avoid hesitation in attacking enemy characters, allowing them to fully enjoy the fun of the game.

[0142] In this embodiment, if the execution of a defensive action is started during a non-cancellable period, the amount of defensive points that are reduced increases and the non-recoverable period also becomes longer, thereby preventing the abuse of defensive actions during non-cancellable periods and preventing the game from becoming overly easy.

[0143] The flow of processing performed by the terminal information processing unit 100 of the terminal device 14 of this embodiment will be described below with reference to the flowcharts of FIGS.

[0144] 9 and 10, first, as shown in Fig. 9, when a frame is updated (Y in step S100), if the unrecoverable period has elapsed (Y in step S102) and the defense points are not at their maximum value (N in step S104), the defense recovery value R set for the player character is added to the player character's defense points (step S106). Then, when the defense points reach their maximum value (Y in step S108), if the defense is in a reduced state (Y in step S110), the reduced defense state is ended (step S112).

[0145] 10, if the defense input is ON (Y in step S122), an attack action is being executed (Y in step S124), and it is within the cancelable period (Y in step S126), a defense action is executed (step S128). If the enemy character's attack is a hit (Y in step S130) and the just defense is successful (Y in step S132), the process ends.

[0146] On the other hand, if the just defense is not successful (N in step S132) and the player character is not in a defense-reduced state (N in step S134), the damage value B set for the hit attack is subtracted from the player character's defense points (step S136). Then, when the defense points reach 0 (Y in step S138), the player character is set to a defense-reduced state (step S140), and the unrecoverable period is set to 7 seconds (step S142).

[0147] If the defense is reduced (Y in step S134), the reduction value B is not subtracted from the defense points of the player character, and the unrecoverable period is set to 7 seconds (step S142). If the defense points have not reached 0 (N in step S138), the defense is not reduced, and the unrecoverable period is set to 7 seconds (step S142).

[0148] Furthermore, if the defense input is ON (Y in step S122) and an attack action is being executed (Y in step S124), but it is not a cancellation period, i.e., a non-cancellation period (N in step S126), and an enemy character's attack has hit (Y in step S144), a defense action is executed (step S146).

[0149] If the player character is not in a defense-reduced state (N in step S148), a value 2B, which is twice the damage value B set for the hit attack, is subtracted from the player character's defense points (step S150). If the defense points reach 0 (Y in step S152), the player character is set to a defense-reduced state (step S154), and the unrecoverable period is set to 15 seconds (step S156).

[0150] If the defense is reduced (Y in step S148), the value 2B, which is twice the reduction value B, is not subtracted from the player character's defense points, and the unrecoverable period is set to 15 seconds (step S156). If the defense points have not reached 0 (N in step S152), the defense is not reduced, and the unrecoverable period is set to 15 seconds (step S156).

[0151] In the hit point update process shown in FIG. 11, first, when the frame is updated (Y in step S160), if an enemy character's attack has hit (Y in step S162), but a defensive action is being performed (Y in step S164), and the defense is not in a weakened state (N in step S166), the process ends.

[0152] On the other hand, if a defensive action is being performed (Y in step S164) but the defense is in a lowered state (Y in step S166), a value of 0.8D equivalent to 0.8 times the damage value D set for the attack that hit is subtracted from the player character's hit points. Also, if a defensive action is not being performed (N in step S164), the damage value D set for the attack that hit is subtracted from the player character's hit points.

[0153] In the defensive action termination process shown in FIG. 12, first, when the frame is updated (Y in step S180), if a defensive action is being executed (Y in step S182) and the defensive input is in the OFF state (Y in step S184), the execution of the defensive action is terminated (step S186).

[0154] On the other hand, if the defensive input is not in the OFF state, i.e., the defensive input is in the ON state (N in step S184), but an action other than a defensive action is occurring (Y in step S188), the execution of the defensive action is also terminated (step S186).

[0155] Furthermore, if the defensive input is not in the OFF state, i.e., the defensive input is in the ON state (N in step S184), and no other action other than the defensive action is occurring (N in step S188), the execution of the defensive action is not terminated but continues.

[0156] 3. Variations The present invention is not limited to the above-described embodiment, and various modifications are possible, and modifications are introduced below. Note that the above-described embodiment and the various methods described below as modifications can be appropriately combined and adopted as methods for realizing the present invention.

[0157] The specific value may be increased when at least one of a normal attack, a specific attack, and a special attack hits. A predetermined value may be subtracted from the specific value of an ally character that performed a specific attack. If any enemy character is set to a special state, the special value of the other enemy character may not be subtracted even if the attack of the ally character hits another enemy character.

[0158] An ally character set to a special attack target state may be set to have the special attack target state canceled when the ally character moves out of a predetermined range from an enemy character in a special state, or may not be set to have the special attack target state canceled even when the ally character moves out of the predetermined range.When an enemy character is set to a special state, all ally characters may be set to a special attack available state regardless of whether they are within a predetermined range from an enemy character in a special state.Even an ally character set to a special attack available state may have its hit points reduced when it is hit by an attack from an enemy character.

[0159] Even if a special attack hits an enemy character in a special state, the enemy character's special state may not be released, and the special attack available period may not end. During the special attack available period, inputs corresponding to the special attack may be disabled. Even if the special attack available period has not ended, the enemy character's special state may be released when there are no more ally characters in a special attack available state, i.e., when all ally characters have performed special attacks during the special attack available period.

[0160] Each time a special attack hits an enemy character, a value based on the attack power of the ally character that hit the special attack may be added to the correction points, or the same value may be added to the correction points.

[0161] When the correction level increases, the defensive power and other parameters of the ally character may be changed to give the ally character an advantage, or the offensive power, defensive power and other parameters of the enemy character may be changed to give the enemy character a disadvantage, depending on the correction content corresponding to the increased correction level.

[0162] During the period in which the player character is performing an attack action, the player character may be allowed to continue the attack action even if a defense input is made, and may be allowed to perform a defensive action if the player character is hit by an attack from an enemy character while a defense input is being made. In other words, during the attack period, the player character may be allowed to continue the attack action even if a defense input is made under predetermined conditions, and may be allowed to perform a defensive action if the player character is attacked by an enemy character while a defense input is being made.

[0163] If an enemy character's attack hits the player character while a defense input is ON during the non-cancelable period, effects more detrimental to the player character may be imposed, such as a larger decrease in defense points, a longer non-recoverable period, or a larger decrease in hit points, than if the enemy character's attack hit the player character while the player character was performing a defensive action. In other words, if the player character is attacked by an enemy character while a defense input is being performed during a specific period, effects more detrimental to the player character may be imposed than if the player character is attacked by the enemy character while performing a defensive action.

[0164] During a non-cancelable period or a period during which the player character is performing an attack action, if an enemy character's attack hits the player character while a defense input is being made, the player character's attack action and defense action may be motion blended, so that, for example, the lower half of the player character continues the attack action and the upper half of the player character performs a defense action. In other words, during a specific period or attack period, if the player character is attacked by an enemy character while a defense input is being made, the player character may continue the attack action while performing a defense action.

[0165] Among the attacks of the enemy characters, there may be some that result in a reduction in hit points even if the player character takes a defensive action.

[0166] Even if the defense is not reduced, if an enemy character's attack hits the player character while the player character is performing a defensive action, the damage value set for the hit attack is cut by 80%, and a value equivalent to 0.2 times the damage value set for the hit attack is subtracted from the player character's hit points, thereby reducing the hit points, but the amount of reduction in hit points may be more mitigated than if the defensive action were not performed.

[0167] If it is determined that Just Defense is successful, the no-recovery period may be set to, for example, 3 seconds. In a defense-reduced state, it may not be determined whether Just Defense is successful or not. When the defense is not reduced, the no-recovery period may be set to a shorter period than when the defense is reduced, or no no-recovery period may be set at all.

[0168] 13, when an enemy character's attack hits (Y in step S200), if the hit attack is a guardable attack (Y in step S202), an attack action is being executed (Y in step S204), the player character is in a non-cancelable period (Y in step S206), the defense input is ON (Y in step S208), and the player character is not in a defense-reduced state (N in step S210), a defensive action may be executed (step S212). In this case, too, a value 2B equivalent to twice the damage value B set for the hit attack may be subtracted from the player character's defense points (step S214), and when the defense points reach 0 (Y in step S216), the player character may be set to a defense-reduced state (step S218), and the non-recoverable period may be set to 15 seconds (step S220).

[0169] The present invention may be applied to a solo-player game. The present invention may be applied to various games, such as fighting games and racing games. The present invention may be applied to a smartphone (information processing device) or an arcade game device (information processing device) installed in a store. Even when the present invention is applied to a smartphone or an arcade game device, the terminal devices may be smartphones or arcade game devices, and multiple terminal devices may communicate with a server device. In this case, the present invention may be applied to the terminal devices or the server device. The present invention may be applied to a terminal device that performs peer-to-peer (PtoP) communication with other terminal devices without going through a server device, or to a standalone game device that is not connected to a server device. [Explanation of symbols]

[0170] 10 Information processing system, 12 Server equipment, 14 Terminal equipment, 16 Network, 20 Server information storage medium, 30 Server storage unit, 36 Server communication unit, 40 server information processing unit, 42 server game processing unit, 48 server communication control unit, 50 player input detection unit, 52 display unit, 54 sound output unit, 56 terminal information storage medium, 60 terminal storage unit, 62 main storage unit, 64 drawing buffer, 66 terminal communication unit, 100 terminal information processing unit, 102 input receiving unit, 110 terminal game processing unit, 130 display control unit, 132 object control unit, 134 virtual camera control unit, 140 hit determination unit, 142 character control unit, 144 parameter update unit, 146 image generation unit, 150 sound control unit, 160 terminal communication control unit

Claims

1. A program for a game, which is installed on a computer a step of making the player character perform an attack action based on an attack input for making the player character perform an attack action; making the player character perform a defensive action based on a defensive input that causes the player character to perform a defensive action; changing a specific parameter when the player character is attacked by an enemy character while performing a defensive action; executing a step of causing an adverse effect on the player character when the specific parameter reaches a predetermined value; During a specific period of an attack period in which the player character is performing an attack action, the player character is made to continue the attack action even if the defense input is made, and when the player character is attacked by an enemy character while the defense input is made, the player character is made to perform a defense action; When the player character is attacked by an enemy character while the defensive input is being made during the specified period, the program increases the amount of change in the specified parameter compared to when the player character is attacked by the enemy character while making a defensive action.

2. In claim 1, During the non-specific period of the attack period, when the defense input is made, the program causes the player character to perform a defense action regardless of whether the player character is attacked by an enemy character.

3. 1. A method for a game, comprising: a step of making the player character perform an attack action based on an attack input for making the player character perform an attack action; making the player character perform a defensive action based on a defensive input that causes the player character to perform a defensive action; changing a specific parameter when the player character is attacked by an enemy character while performing a defensive action; and when the specific parameter reaches a predetermined value, causing an adverse effect on the player character; During a specific period of an attack period in which the player character is performing an attack action, the player character is made to continue the attack action even if the defense input is made, and when the player character is attacked by an enemy character while the defense input is made, the player character is made to perform a defense action; A method for increasing the amount of change in the specific parameter when the player character is attacked by an enemy character while the defensive input is being performed during the specific period, compared to when the player character is attacked by the enemy character while performing a defensive action.

4. Making the player character perform an attack action. Making the player character perform an attack action based on an attack input. Making the player character perform a defensive action. Making the player character perform a defensive action based on a defensive input. When the player character is performing a defensive action and receives an attack from an enemy character, certain parameters are changed. When the specific parameter reaches a predetermined value, an adverse effect is caused to the player character, During a specific period of an attack period in which the player character is performing an attack action, the player character is made to continue the attack action even if the defense input is made, and when the player character is attacked by an enemy character while the defense input is made, the player character is made to perform a defense action; When the player character is attacked by an enemy character while the defensive input is being performed during the specific period, the information processing device increases the amount of change in the specific parameter compared to when the player character is attacked by the enemy character while performing a defensive action.

Citation Information

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