Game Program
The game program improves player engagement by introducing dynamic puzzle mechanics with movable skill and character pieces and enemy interactions, enhancing strategic depth and enjoyment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NHN PLAYART
- Filing Date
- 2024-12-25
- Publication Date
- 2026-07-07
AI Technical Summary
Existing puzzle games lack engaging mechanics to enhance player interest and strategic depth.
A game program that includes a puzzle area divided into virtual areas, movable skill and character pieces with special effects, and enemy characters, where skill pieces trigger special effects and character pieces combine to form new types with different attack effects, all while enemy characters move towards the puzzle area.
Enhances player engagement and enjoyment through dynamic gameplay mechanics, including strategic piece manipulation and special effect activation, improving the overall gaming experience.
Smart Images

Figure 2026113048000001_ABST
Abstract
Description
Technical Field
[0001] One embodiment of the present disclosure relates to a game program.
Background Art
[0002] In recent years, the development of puzzle games executed on mobile terminals such as smartphones has been active. Generally, a puzzle game is widely known in which a touch operation is performed on a plurality of puzzle pieces arranged on the screen, and the game progresses by erasing the pieces that satisfy a predetermined condition. Patent Document 1 discloses a puzzle game in which a player operates virtual gravity to move movable blocks, and the movable blocks of the same type are erased when three or more of them line up.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] One of the purposes in one embodiment of the present disclosure is to improve the interest of the game.
Means for Solving the Problems
[0005] A game program according to one embodiment of the present disclosure generates a game image including a puzzle area divided into multiple virtual areas, an enemy character object placed outside the puzzle area, skill pieces that are movable between different virtual areas and correspond to the special effects of the main character, and character pieces that are movable between different virtual areas and correspond to sub-characters that perform attacks on the enemy character object. When a skill piece satisfies a first condition, the skill piece is removed from the puzzle area, and a special effect is activated based on the number of skill pieces removed. When multiple character pieces satisfy a second condition, the character pieces are combined to generate other types of character pieces with different attack effects and placed in the puzzle area.
[0006] In the game program described above, the display format of the combined character pieces is changed from the display format of the character pieces before combination.
[0007] In the game program described above, the enemy character object moves towards the puzzle area.
[0008] In the game program described above, the same number of skill pieces removed from the puzzle area as the number of skill pieces removed from the puzzle area, and at least one of the skill pieces and character pieces, are added to the puzzle area from the direction opposite to where the enemy character object is placed.
[0009] In the above game program, the same number of skill pieces and at least one of the character pieces that were removed from the puzzle area are added to the puzzle area from a direction different from the position where the enemy character object was placed.
[0010] In the game program described above, the first condition is that a predetermined number or more skill pieces are lined up in the first direction, or a predetermined number or more are lined up in the second direction that intersects with the first direction.
[0011] In the game program described above, the second condition is that a predetermined number or more character pieces are lined up in the first direction, or in the second direction that intersects with the first direction.
[0012] In the game program described above, the main character includes the first main character and the second main character, and the skill piece includes the first skill piece corresponding to the first main character and the second skill piece corresponding to the second main character.
[0013] In the game program described above, when each of the first skill piece and the second skill piece satisfies the first condition, each of the first skill piece and the second skill piece is removed from the puzzle area, and a first special effect is made available based on the number of first skill pieces removed, and a second special effect different from the first special effect is made available based on the number of second skill pieces removed.
[0014] In the game program described above, the user interface is located outside the puzzle area, and the user interface includes a first area for executing a first special effect and a second area for executing a second special effect.
[0015] In the game program described above, if the second special effect is activated during a predetermined period after the first special effect is activated, at least a portion of the second special effect will be modified to alter the effect of the first special effect. [Effects of the Invention]
[0016] According to one embodiment of this disclosure, the enjoyment of puzzle games can be improved. [Brief explanation of the drawing]
[0017] [Figure 1] This is a block diagram showing the configuration of a communication system in one embodiment of the present disclosure. [Figure 2] This is a block diagram showing the configuration of a communication device in one embodiment of the present disclosure. [Figure 3] It is a block diagram showing the configuration of a server in an embodiment of the present disclosure. [Figure 4] It is a diagram showing a game image when a game program of an embodiment of the present disclosure is executed. [Figure 5] It is a diagram showing an example of the setting of puzzle pieces in an embodiment of the present disclosure. [Figure 6] It is a diagram showing an example of the setting of puzzle pieces in an embodiment of the present disclosure. [Figure 7] It is a block diagram showing the game processing function of a server in an embodiment of the present disclosure. [Figure 8] It is a block diagram showing the game processing function of a communication device in an embodiment of the present disclosure. [Figure 9] It is a flowchart diagram for executing the puzzle piece processing function of an embodiment of the present disclosure. [Figure 10] It is a flowchart explaining the process of changing a plurality of main skills by the sub-skill of a second main character when a first main character has a plurality of main skills. [Figure 11] It is a diagram explaining the process of changing a plurality of main skills by the sub-skill of a second main character when a first main character has a plurality of main skills. [Figure 12] It is a flowchart explaining the process of changing a plurality of main skills by the sub-skill of a second main character when a first main character has a plurality of main skills. [Figure 13] It is a flowchart explaining the process of switching the main skill by the activation of the sub-skill during the main skill effect duration. [Figure 14] It is a diagram explaining the process of changing the main skill by the sub-skill of a second main character when a first main character has a plurality of main skills.
Embodiments for Carrying Out the Invention
[0018] A game program, which is one embodiment of this disclosure, will be described below with reference to the drawings. However, this disclosure can be implemented in many different ways. That is, this disclosure should not be construed as being limited to the embodiments described below. In the drawings referenced in this embodiment, the same reference numerals or reference numerals followed by letters are used for identical parts or parts having similar functions, and repeated descriptions are omitted.
[0019] In this specification and in the claims, each term is defined as follows:
[0020] A "game image" is an image displayed on the screen that represents the progress of the game. In the case of a puzzle game, the display shows a game image that includes a puzzle area where multiple puzzle pieces are placed. The game player (hereinafter simply referred to as "player") can control the game by touching a part of the game image.
[0021] The "puzzle area" is the region in the game image where multiple puzzle pieces are placed. The puzzle game progresses as the player touches the puzzle pieces placed in the puzzle area, rearranging their positions or tracing and connecting multiple puzzle pieces to remove them.
[0022] A "game object" is, for example, a visible display unit. Game objects include, for example, character objects, enemy character objects, objects used to activate skills (also called special effects) for characters, puzzle pieces, etc. Here, a "puzzle piece" refers to an object that functions as an individual piece that makes up a puzzle (specifically, an image of the target of manipulation or processing included in the game image). Alternatively, a puzzle piece may also serve as a character object or an object used to activate skills for a character.
[0023] "Touch operation" refers to an operation performed by the player by touching a touch panel or similar surface with their finger or stylus pen (hereinafter referred to as "indicator"). "Tap operation" refers to a touch operation in which the duration from the start to the release of contact with the indicator is short. "Long press operation" refers to a touch operation in which the duration from the start to the release of contact with the indicator is longer than that of a tap operation. "Slide operation" refers to an operation in which the point of contact is moved while maintaining contact with the indicator (an operation involving a change in the coordinates of the point of contact). Among slide operations, those in which the contact time of the indicator is long may be called swipe operations. Also, among slide operations, those in which the contact time of the indicator is short may be called flick operations.
[0024] A "program" refers to an instruction or set of instructions executed by a processor in a computer equipped with a processor and memory. A "computer" is a general term referring to the entity that executes a program. For example, when a program is executed by a server (or client), "computer" refers to the server (or client). Also, when a "program" is executed through distributed processing between a server and a client, "computer" includes both the server and the client. In this case, "program" includes "the program executed on the server" and "the program executed on the client." Similarly, when a "program" is processed in a distributed manner across multiple servers, "computer" includes multiple servers, and "program" includes each program executed on each server.
[0025] In this specification and the drawings, when it is necessary to distinguish between multiple elements of the same kind (e.g., multiple ordinary objects), they may be distinguished by adding a number after a common reference numeral (e.g., SP, CP, etc.) (e.g., SP1, SP2, CP11-CP14). However, when it is not necessary to distinguish them individually in the description, only the common reference numeral may be used. In this specification and the drawings, ordinal numbers are assigned for convenience to distinguish elements and do not indicate priority. Also, the ordinal numbers used in this specification and the drawings may differ from the ordinal numbers described in the claims.
[0026] [First Embodiment] [Communication system configuration] Figure 1 is a block diagram showing the configuration of a communication system 1000 in one embodiment of the present disclosure. The communication system 1000 includes a communication device 100 and a server 500. The communication device 100 and the server 500 are connected to a network NW such as the Internet or a communication line. The communication system 1000 is a client-server system consisting of a client, the communication device 100, and a server 500.
[0027] The communication device 100 is, for example, a mobile terminal such as a smartphone. By connecting to a network NW, the communication device 100 can communicate with the server 500 or other communication devices. The communication device 100 can have a game program installed. By running the game program installed on the communication device 100, a puzzle game is provided in which the player can manipulate objects in the puzzle area according to their actions.
[0028] The game program is downloaded from the server 500 to the communication device 100 via the network NW. However, the game program may be pre-installed on the communication device 100. Furthermore, the game program may be provided already recorded on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, magneto-optical recording medium, or semiconductor memory. In this case, the communication device 100 may be any information processing device equipped with a device for reading the recording medium.
[0029] The game program can be executed in any of the following ways: by the communication device 100, by the server 500, or by the communication device 100 and the server 500 sharing the role of execution (so-called distributed processing).
[0030] Server 500 is an information processing device that provides game programs and various services to the communication device 100. These services include, for example, login processing and synchronization processing when running online games on the communication device 100. Other services may include, for example, social networking services (SNS) and billing processing. The game program is recorded in a storage device included in Server 500, a recording medium readable by Server 500, or a database accessible to Server 500 via a network NW. In Figure 1, Server 500 is shown as a single information processing device, but it may be composed of multiple information processing devices.
[0031] [Configuration of the G device] Figure 2 is a block diagram showing the configuration of a communication device 100 in one embodiment of the present disclosure. The communication device 100 in this embodiment includes a control unit 101, a storage unit 102, a display unit 103, an operation unit 104, a sensor unit 105, an imaging unit 106, a position detection unit 107, a communication unit 108, an audio input / output unit 109, and a notification unit 110. However, the communication device 100 is not limited to including all of these elements.
[0032] The control unit 101 includes a processor (arithmetic processing unit) such as a CPU (Central Processing Unit) and a storage device such as RAM. The control unit 101 executes programs stored in the storage unit 102 using the processor to realize various functions in the communication device 100. Signals output from each element of the communication device 100 are used by the various functions realized in the communication device 100.
[0033] The memory unit 102 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The memory unit 102 stores programs and information such as parameters necessary for the execution of those programs. For example, the aforementioned game program is stored in the memory unit 102.
[0034] The display unit 103 has a display area that displays various display images (for example, game images, etc.) in accordance with the control of the control unit 101. The display unit 103 is a display device such as a liquid crystal display or an organic EL display.
[0035] The operation unit 104 is an operating device that outputs signals (for example, signals indicating commands or information) to the control unit 101 in response to player operations. The operation unit 104 is a touch sensor located on the surface of the display unit 103. The operation unit 104, when combined with the display unit 103, constitutes a touch panel. Commands or information corresponding to player operations are input to the communication device 100 by the player touching the operation unit 104 with their finger or an object such as a stylus pen. However, the operation unit 104 may also include switches located on the housing of the communication device 100.
[0036] The sensor unit 105 is a device that collects information about the movement of the communication device 100, the environment surrounding the communication device 100, etc., and converts it into a signal. In this embodiment, the sensor unit 105 is, for example, an acceleration sensor. The control unit 101 acquires information about the movement of the communication device 100 (for example, tilt, vibration, etc.) based on the output signal of the sensor unit 105. However, the sensor unit 105 is not limited to this example and may include an illuminance sensor, a temperature sensor, a magnetic sensor, or other sensors.
[0037] The imaging unit 106 is an imaging device (camera) that converts the image of the object to be imaged into a signal. The communication device 100 generates image files (including still image files and video files) based on the imaging signal output from the imaging unit 106. The imaging unit 106 also functions as a scanner that reads identification codes such as one-dimensional codes or two-dimensional codes.
[0038] The position detection unit 107 detects the position of the communication device 100 based on the position information. In this embodiment, the position detection unit 107 detects the position of the communication device 100 using GNSS (Global Navigation Satellite System).
[0039] The communication unit 108 is a wireless communication module that, under the control of the control unit 101, connects to the network NW and transmits and receives information with other communication devices, such as a server 500 connected to the network NW. The communication unit 108 may also include a communication module that performs infrared communication, short-range wireless communication, etc.
[0040] The sound input / output unit 109 handles sound input and output. For example, sound input is performed by the microphone of the sound input / output unit 109. Sound output is performed by the speaker of the sound input / output unit 109. In addition to communication with other communication devices, the sound input / output unit 109 can also be used to collect external sounds or output voices or sound effects associated with game progress.
[0041] The notification unit 110 notifies the player of the status of the communication device 100 by visual, auditory, or tactile means. Specifically, the notification unit 110 notifies the player of the status of the communication device 100 using light, sound, or vibration. For example, the notification unit 110 can notify the player of whether or not communication with an external device is taking place by flashing a lamp or vibrating the entire casing. The vibration of the entire casing is performed by a vibrator in the notification unit 110. The notification unit 110 can also notify the player of events that occur as the game progresses. For example, the notification unit 110 can notify the player using light, sound, or vibration that a puzzle piece placed in the puzzle area has met a predetermined condition.
[0042] [Server Configuration] Figure 3 is a block diagram showing the configuration of a server 500 in one embodiment of the present disclosure. The server 500 in this embodiment includes a control unit 501, a storage unit 502, and a communication unit 503.
[0043] The control unit 501 includes an arithmetic processing circuit (control device) such as a CPU and a storage device such as RAM. The control unit 501 executes programs stored in the storage unit 502 using a processor to realize various functions in the server 500. Signals output from each element of the server 500 are used by the various functions realized in the server 500.
[0044] The memory unit 502 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The memory unit 502 stores programs and information such as parameters necessary for the execution of those programs. For example, the aforementioned game program is stored in the memory unit 502. The memory unit 502 also stores various information received from other devices (e.g., communication device 100) via the network NW.
[0045] The communication unit 503 is a wireless communication module that, under the control of the control unit 501, connects to the network NW and transmits and receives information with other devices such as the communication device 100 and other servers connected to the network NW. Examples of other servers include game servers, SNS servers, and mail servers.
[0046] [Puzzle game overview] One embodiment of the present disclosure is a game program including puzzle games and tower defense games, in which the player moves one of several puzzle pieces placed in a puzzle area displayed on the game screen, thereby eliminating or combining puzzle pieces depending on the arrangement of the puzzle pieces, and attacking enemy characters placed outside the puzzle area.
[0047] [Composition of game images] The game image GI described below is displayed on the display unit 103 by the control unit 101 (specifically, the processor in the control unit 101) of the communication device 100 shown in Figure 2, which executes the game program read from the storage unit 102. However, the control unit 501 (specifically, the processor in the control unit 501) of the server 500 shown in Figure 3 may execute the game program stored in the storage unit 502 and display the game image GI on the display unit 103 of the communication device 100.
[0048] Figure 4 shows the game image GI when a game program in one embodiment of the present disclosure is executed. Specifically, Figure 4 shows a scene from a puzzle game while the game program is running. The communication device 100 is a mobile terminal such as a smartphone. The game image GI is displayed on the display unit 103 of the communication device 100. Although not shown in the figure, a touch sensor is arranged as an operation unit 104 in approximately the same area as the display unit 103.
[0049] The game image GI shown in Figure 4 includes the puzzle area PR, the player area PA, and the enemy character area ER. The player area PA is the area excluding the enemy character area ER. The player area PA contains the background image BI, the puzzle area PR, the skill object SJ, the border line BL, the player's energy gauge PG, and the user interface UI. The puzzle area PR and the skill object SJ are superimposed on the background image BI. The area between the enemy character area ER and the border line BL corresponds to the player's territory. The background image BI is displayed as a background image representing the game stage of the warship. As a background image, for example, an image corresponding to the game stage such as a forest, plain, or mountainous area may be displayed.
[0050] The game image GI may be displayed in the following order: for example, a layer displaying the background image BI, a layer displaying the puzzle area PR, a layer displaying puzzle pieces, and a layer displaying enemy character objects EJ. The same layer as the background image BI may also contain the skill gauge SG, the player's energy gauge PG, and the enemy character's energy gauge EG. Additionally, the layer displaying the enemy character objects EJ may also contain the skill object SJ and the border line BL.
[0051] The enemy character area ER contains enemy character objects EJ1 and EJ2. In Figure 4, one enemy character object EJ1 and multiple enemy character objects EJ2 are placed in the enemy character area ER. The enemy character objects EJ move across the puzzle area PR towards the border line BL. In other words, the enemy character objects EJ move without colliding with puzzle pieces. If an enemy character object EJ crosses the border line BL, or if an attack by an enemy character object EJ crosses the border line BL, the player's energy gauge PG decreases.
[0052] In a game program according to one embodiment of this disclosure, the game progression may be turn-based or real-time. In the turn-based system, after the player manipulates a puzzle piece once, a character piece CP placed in the puzzle area PR may attack an enemy character object EJ, and in the following turn, the enemy character object EJ may move or attack. Alternatively, after the player manipulates a puzzle piece a predetermined number of times, while the enemy character object EJ moves toward the puzzle area PR, a character piece CP placed in the puzzle area PR may attack the enemy character object EJ. In the real-time system, while the enemy character object EJ is attacking or moving toward the character piece CP, the player may manipulate a puzzle piece, and the character piece CP may attack the enemy character object EJ.
[0053] If enemy character objects EJ1 and EJ2 each have energy values assigned to them, the sum of the energy values of enemy character object EJ1 and multiple enemy character objects EJ2 will be placed in the enemy character area ER as an energy gauge EG. In this case, if the energy value of the enemy character's energy gauge EG becomes 0 within a predetermined time or number of turns, the game is cleared. Alternatively, if the energy value of the enemy character's energy gauge EG does not become 0 within a predetermined time or number of turns, or if the player's energy gauge PG becomes 0, the game is over.
[0054] Alternatively, the enemy character objects EJ1 and EJ2 do not need to have energy values set. In this case, the display of the enemy character's energy gauge EG may be omitted in the game image GI. In this case, if the player's energy gauge EG does not reach 0 within a predetermined time or number of turns, the game is cleared. Alternatively, if the player's energy gauge EG reaches 0 within a predetermined time or number of turns, the game is over.
[0055] The puzzle area PR is the area used for operating the puzzle game. The puzzle area PR is positioned to overlap with the background image BI. The puzzle area PR is divided into multiple virtual areas VA in an M x N matrix (where M and N are natural numbers). Multiple puzzle pieces are placed in the puzzle area PR according to the division of the multiple virtual areas VA. In this embodiment, the case where the virtual areas VA are quadrilaterals is described, but the shape of the virtual areas VA is not particularly limited; for example, they may be triangular or hexagonal. The virtual areas VA are arranged in a tile-like manner so as to connect with adjacent virtual areas VA. The shape of the puzzle area PR formed by the tile-like arrangement of multiple virtual areas VA is also not particularly limited. The shape of the virtual areas VA determines the direction in which the puzzle pieces can be moved. If the shape of the virtual areas VA is quadrilateral, the puzzle pieces can be moved in four directions: up, down, left, and right. If the shape of the virtual areas VA is hexagonal, the puzzle pieces can be moved in six directions. Note that Figure 4 illustrates an example where line segments LD dividing the puzzle region PR into multiple virtual regions VA are displayed, but it is not necessary for line segments LD dividing the multiple virtual regions VA to be displayed.
[0056] In the puzzle area PR of the game image GI, puzzle pieces are placed, consisting of skill pieces SP corresponding to the special effects (skills) of the main character, and character pieces CP corresponding to sub-characters that perform attacks on enemy character objects. The attack of character piece CP on enemy character object EJ is also called a normal attack. When no particular distinction is made between skill piece SP and character piece CP, they are simply referred to as puzzle pieces. The player progresses through the puzzle game by manipulating skill piece SP or character piece CP using touch controls. The player can attack enemy character objects EJ1 and EJ2 by manipulating the skill piece SP and character piece CP placed in the puzzle area PR. In Figure 4, skill piece SP is displayed as an item object, but it may also be displayed as a main character object.
[0057] The main character is selected from multiple character objects owned by the player. The main character can activate their skills when certain conditions are met. Once the game starts, the player progresses through the puzzle game by manipulating skill pieces SP or character pieces CP using touch controls. In Figure 4, skill pieces SP are shown as item objects, but they may also be shown as main character objects.
[0058] Sub-characters may be selected from character objects owned by the player, or they may be determined by the game processing execution unit (see Figure 8), which will be explained later. Sub-characters may also be selected from characters not owned by the player. Each character piece CP placed in the puzzle area PR will attack when it is an attackable turn or period against an enemy character object EJ. Attacks may be repeated at a predetermined pace against the enemy character object EJ, or attacks may only occur when the enemy character object EJ enters the player area PA. When certain conditions are met, character pieces CP are combined into different types of character pieces CP and placed in the puzzle area PR. Furthermore, when combined into different types of character pieces CP, the attack effect of that character piece is changed (for example, its normal attack may be enhanced).
[0059] In this embodiment, the main characters include a first main character and a second main character. The first main character and the second main character may each be set as a single character object. In this case, the player can set the first main character and the second main character by selecting two character objects from among the multiple character objects they possess. Alternatively, the first main character and the second main character may be set as a single character object consisting of a pair or group of multiple characters including the first main character and the second main character. In this case, the player can set the first main character and the second main character by selecting one character object from among the multiple character objects they possess. In this embodiment, the case in which the first main character and the second main character are set as a single character object consisting of a pair including the first main character and the second main character will be described.
[0060] The first main character and the second main character are placed in the puzzle area PR as skill piece SP1 and skill piece SP2, respectively. If the player selects a single character object consisting of a pair including the first main character and the second main character, skill piece SP1 and skill piece SP2 will be placed in the puzzle area PR.
[0061] Skill Pieces SP are removed from the puzzle area PR when certain conditions (also called removal conditions) are met. Removal conditions include, for example, having a predetermined number or more Skill Pieces SP with the same attribute and display form lined up in the first direction or in a predetermined number or more lined up in a second direction intersecting the first direction. The Skill Gauge SG increases based on the number of Skill Pieces SP removed. The Skill Gauge SG may be shown according to the number of Skill Pieces SP removed, or according to the number of points awarded for each Skill Piece SP removed. When the Skill Gauge SG reaches its maximum value based on the number of Skill Pieces SP removed, the main character's main skill becomes available to be activated. When the player selects the Skill Gauge SG user interface UI, the skill can be executed by the Skill Object SJ. In turn-based systems, skill activation may be counted as one turn, or it may be executed at any time regardless of the turn. In real-time systems, skill activation may be executed at any time.
[0062] Furthermore, the main character's skills are special effects that are advantageous to the player's game progression. Skills may end immediately after activation, or they may last for a predetermined period. As an example of a skill that ends immediately after activation, an attack that deals more damage than a normal attack may be performed once against an enemy character object EJ. In this case, a display of a cannon firing from a skill object SJ, which is a turret placed in the background image BI shown in Figure 4, may be shown. As an example of a skill that lasts for a predetermined period, an attack that deals more damage than a normal attack may be performed multiple times against an enemy character object EJ, or a buff state may be granted (for example, an increase in the attack power of character piece CP, or an increase in the rate of increase of the skill gauge SG). Alternatively, a skill may be a combination of a skill that ends immediately after activation and a skill that lasts for a predetermined period, both of which are activated simultaneously. For example, an attack that deals more damage than a normal attack may be performed, and a buff state may be granted.
[0063] In this embodiment, the first main character can activate a main skill (also called the first special effect), and the second main character can activate a sub-skill (also called the second special effect). Here, the main skill and sub-skill may be distinguished by their function. For example, the main skill may be an effect of an attack that inflicts damage on an enemy character object EJ, and the sub-skill may be an effect (buff) that assists the said attack. Alternatively, the main skill and sub-skill may be distinguished by the strength of the attack. The main skill may have an effect that inflicts more damage on the enemy character object EJ than the sub-skill.
[0064] Each main character possesses at least one skill. For example, the first main character may have multiple main skills, and the second main character may have multiple sub-skills. The multiple skills may be different or the same. If the multiple skills are the same, their power may differ. The multiple main skills possessed by the first main character can be changed (switched) during gameplay. For example, one of the multiple sub-skills possessed by the second character may have the effect of changing the main skills of the first main character. For example, suppose the first main character has three main skills, from the first to the third, and each of these three main skills is an effect of an attack that deals damage to an enemy character object EJ. Also, suppose the second main character has two sub-skills, the first sub-skill and the second sub-skill, with the first sub-skill having the effect of changing the main skills of the first main character and the second sub-skill having an effect that assists the said attack. As will be explained in detail later, either the first or second sub-skill will be activated depending on certain conditions. The first sub-skill may be activated to change the first main skill to the second main skill, and the next activation of the first sub-skill may change the second main skill to the third main skill. For example, the first main skill may be changed to a second main skill with a different effect, or the next activation of the first sub-skill may change the second main skill to a third main skill with an effect different from both the first and second main skills. Furthermore, the next activation of the first sub-skill may change the third main skill to the first main skill. Alternatively, the first sub-skill may be activated to change the first main skill to a second main skill with increased attack power compared to the first main skill, or the next activation of the first sub-skill may change the second main skill to a third main skill with increased attack power compared to both the first and second main skills.As the game progresses, players can activate sub-skills to switch between main skills, choosing one of the first, second, or third main skills to activate whichever effect is advantageous to their progress. This enhances the strategic depth and enjoyment of the game.
[0065] In Figure 4, the user interface UI includes a first area for executing main skills and a second area for executing sub-skills. In the user interface UI, the first area and the second area are adjacent to each other. The first area is skill gauge SG1, and the second area is skill gauge SG2. As shown in Figure 4, the first main character may be displayed in skill gauge SG1, and the second main character may be displayed in skill gauge SG2. In this embodiment, an example is described in which skill gauges SG1 and SG2 are displayed in one user interface UI, but skill gauges SG1 and SG2 may be displayed in different user interface UIs. Skill gauge SG1 increases based on the number of skill pieces SP1 that have been erased. When skill gauge SG1 reaches its maximum value, the main skill becomes available to be activated. Also, when skill gauge SG1 is at its maximum value and the player selects skill gauge SG1, skill gauge SG1 is reset to 0 and the main skill is activated. Skill gauge SG2 increases based on the number of skill pieces SP2 that have been erased. When the Skill Gauge SG2 reaches its maximum value, the sub-skill becomes available for activation. Furthermore, if the Skill Gauge SG2 is at its maximum value and the player selects Skill Gauge SG2, the Skill Gauge SG2 will be reset to 0, and the sub-skill will be activated.
[0066] Character piece CP repeatedly attacks enemy character object EJ at a predetermined pace. For example, when character piece CP attacks enemy character object EJ and the energy value of the enemy character object EJ becomes 0, the enemy character object EJ whose energy value has become 0 is eliminated.
[0067] When character pieces CP are combined, they are combined into one character piece CP when the combination conditions are met, generating a different type of character piece with a different attack effect. The generated character piece is placed in the puzzle area PR. Combination conditions include, for example, a predetermined number or more character pieces CP of the same attribute and type being lined up in the first direction, or a predetermined number or more being lined up in the second direction intersecting the first direction. Attributes are effects that characterize the type of attack of a character piece CP. For example, it may be an effect that releases a sphere that attacks the enemy character object EJ in front, an effect that releases a sphere that attacks in multiple directions, or an effect that directly attacks the nearest enemy character object EJ. Even if character pieces CP of different types have the same attribute, if a predetermined number or more are lined up in the first or second direction, the combination conditions are not met. Combination conditions may also include whether the number of level-ups for a character piece CP has reached the maximum value. Specifically, if character piece CP11 (duck) meets the combination conditions, it changes into character piece CP12 (duck). Character piece CP11 can level up to character piece CP11, CP12, CP13, and CP14 by repeatedly combining and changing its type. Each of character pieces CP11, CP12, CP13, and CP14 has the same attribute but a different type. In this embodiment, character piece CP11 can level up three times. The attack effects of character pieces CP11 to CP14 may be different attacks, or they may be the same attack but with increased enhancement levels. For example, if the effect is to release spheres that attack the enemy character object EJ in front, if it is a different attack, the number of spheres released consecutively may increase, or if the enhancement level of the attack increases, the attack power of each sphere released may increase. Here, character piece CP14 cannot level up any further. Therefore, character piece CP14 cannot be combined any further, and its type will not change. The number of changes in character piece CP may differ depending on the attribute of character piece CP.Furthermore, in Figure 4, character piece CP21 (cat) and character piece CP31 (dog) have different attributes and types. Character pieces CP21 and CP22 have the same attributes but are different types, and character pieces CP31 and CP32 have the same attributes but are different types. There are no particular limitations on the number of attributes or types of character piece CP.
[0068] A virtual gravitational field is set up in the puzzle region PR, extending from bottom to top. Therefore, each puzzle piece placed in the puzzle region PR will move upward to fill any empty space above it. At this time, each puzzle piece moves upward due to gravity. When an empty space is formed in the puzzle region PR as a puzzle piece moves upward, a new puzzle piece is added to the empty space from outside the lower part of the puzzle region PR. However, the example does not have to be limited to setting a virtual gravitational field. The puzzle region PR may simply be controlled so that puzzle pieces move to fill any empty space that is detected. For example, puzzle pieces may be controlled to move from left to right to fill an empty space in the puzzle region PR. For example, puzzle pieces may be controlled to move from top to bottom to fill an empty space in the puzzle region PR.
[0069] As the puzzle game progresses, players can strengthen their character pieces (CP) and strategically place them against enemy character objects to defend against or repel their attacks. Furthermore, by activating skills at opportune moments during the puzzle game, players can gain advantages in the game. This allows for the creation of a highly engaging game program.
[0070] [Overview of game progression] Next, an overview of the puzzle game's progression, provided to the player by executing a game program of one embodiment of this disclosure, will be described.
[0071] Figure 5 shows an example of game progress when a game program of one embodiment of the present disclosure is executed. Specifically, Figure 5 shows the process of eliminating some of multiple puzzle pieces by changing the arrangement of some of the multiple puzzle pieces.
[0072] First, as shown in "1. Changing Placement," the positions of two adjacent puzzle pieces are swapped by the player's touch operation (dragging or flicking one puzzle piece towards an adjacent puzzle piece). The example shown in Figure 5 illustrates the operation of swapping the positions of skill piece SP1-2 and character piece CP12-1.
[0073] In the example shown in Figure 5, the positions of the skill piece SP1-2 and character piece CP12-1 are swapped, resulting in three skill pieces SP1-1 to SP1-3 being lined up vertically, thus satisfying the elimination condition. As shown in "2. Elimination," the three vertically aligned skill pieces SP1-1 to SP1-3 are eliminated.
[0074] When three vertically aligned skill pieces SP1-1 to SP1-3 are removed, an empty space is created in the position corresponding to the three vertically aligned skill pieces SP1-1 to SP1-3. As shown in "3. Rearrangement," puzzle pieces are rearranged in the newly created empty space by moving upward from the bottom of the puzzle area PR to fill the empty space. If the removal conditions are met, the same number of puzzle pieces as the number of skill pieces removed from the puzzle area PR are added. The added puzzle pieces include at least one of skill pieces and character pieces. The added puzzle pieces are not particularly limited as long as they are puzzle pieces that can be placed in the puzzle area PR during the game. In the example shown in Figure 5, two character pieces CP13 and CP21 and one skill piece SP1-4 are rearranged. In this embodiment, since it is a tower defense game, the added puzzle pieces are added from the opposite direction from where the enemy character objects are placed.
[0075] Figure 6 shows an example of game progression when a game program of one embodiment of the present disclosure is executed. Specifically, Figure 6 shows the process of combining parts of multiple puzzle pieces by changing the arrangement of parts of multiple puzzle pieces.
[0076] First, as shown in "1. Changing Placement," the player's touch operation swaps the positions of two adjacent puzzle pieces. The example shown in Figure 6 illustrates the operation of swapping the positions of skill piece SP1 and character piece CP11-3.
[0077] In the example shown in Figure 6, the positions of the skill piece SP1 and character piece CP11-3 are swapped, resulting in three character pieces CP11-1 to CP11-3 being lined up vertically, thus satisfying the synthesis condition. As shown in "2. Synthesis," the three vertically aligned character pieces CP11-1 to CP11-3 are synthesized, changing the display format from that of character piece CP11-1 to that of character piece CP12, and character pieces CP11-2 and CP11-3 are deleted.
[0078] When the three vertically aligned character pieces CP11-1 to CP11-3 are combined, the resulting character piece CP12 is placed in the position corresponding to character piece CP11-1. Empty spaces are created in the positions corresponding to character pieces CP11-2 and CP11-3. As shown in "3. Rearrangement," puzzle pieces are rearranged in the newly formed empty spaces by moving upwards from the bottom of the puzzle area PR to fill the empty spaces. If the combination conditions are met, the same number of puzzle pieces as the number of character pieces CP that were removed are added to the puzzle area PR. The added puzzle pieces are not particularly limited as long as they are puzzle pieces that can be placed in the puzzle area PR during the game. The example shown in Figure 6 illustrates how two character pieces CP31 and CP11-4 are rearranged.
[0079] Although not shown in Figures 5 and 6, during the "3. Rearrangement" process, if multiple puzzle pieces newly placed by filling empty spaces with other puzzle pieces satisfy the elimination or combination conditions, those puzzle pieces that satisfy the elimination or combination conditions are also eliminated or combined. This process of continuously eliminating or combining multiple puzzle pieces is called a "chain." When multiple puzzle pieces are eliminated or combined through a chain, the rearrangement of puzzle pieces continues to fill the empty spaces. The chain continues until the rearranged puzzle pieces no longer satisfy the elimination or combination conditions.
[0080] In this embodiment, the series of processes from "1. Rearranging" to "3. Rearranging" described above is also referred to as a "turn." In other words, a turn is a unit of game progression. In this embodiment, a turn begins by swapping the positions of adjacent puzzle pieces, and ends when puzzle pieces that satisfy the elimination or combination conditions are eliminated or combined, and the rearrangement of multiple puzzle pieces is completed. If a chain reaction occurs, one turn ends when the chain reaction ends and the rearrangement is completed. Note that even if the swapping of adjacent puzzle pieces does not satisfy the combination and elimination conditions, it may still be counted as one turn.
[0081] The game program terminates when a predetermined termination condition is met. This predetermined termination condition may be, for example, when the energy value of the enemy character object's energy gauge EG becomes 0, when the energy value of the player's energy gauge PG becomes 0, or when a predetermined amount of time has elapsed.
[0082] [Server software functional configuration] Next, with reference to Figure 7, the functional configuration of the server 500 software will be described. As shown in Figure 7, the control unit 501 of the server 500 has a functional configuration realized by the processor executing a program stored in the storage unit 502. The storage unit 502 includes a user data storage unit 5021, a setting data storage unit 5022, and a play status storage unit 5023.
[0083] The user data storage unit 5021 stores user information of users who play the game. User information such as user ID, username, and level are stored together. The user ID is identification information used to identify the user. The username is the name used by the user within the game. The level is a numerical value determined by the cumulative amount of experience points awarded as a result of the game, and represents the player's rank (degree of proficiency with the system).
[0084] The configuration data storage unit 5022 stores game programs for games that can be run on the communication device 100, as well as various configuration information necessary for the game. For example, when a new game is installed on the communication device 100, the control unit 501 reads the program and various information stored in the configuration data storage unit 5022 in response to a request from the communication device 100 and provides it to the communication device 100 via the communication unit 503. Also, when the program and various information stored in the configuration data storage unit 5022 are updated, the control unit 501 provides the updated data to the communication device 100 via the communication unit 503 at a predetermined timing or in response to a request from the communication device 100.
[0085] The play status storage unit 5023 stores the game progress received from the communication device 100. The game progress may include identification data for identifying the communication device 100. The identification data may be used to associate the play status with user information.
[0086] [Configuration of communication device 100] Next, the configuration of the communication device 100 will be described with reference to Figure 8. Figure 8 is a block diagram showing the game processing function of the communication device in one embodiment of the present disclosure. The communication device 100 includes a game processing execution unit as a functional configuration realized by the execution of a game program stored in the storage unit 102 by a processor. The storage unit 102 also includes a user data storage unit 1021, an object data storage unit 1022, a puzzle piece storage unit 1023, a play status storage unit 1024, and a placement data storage unit 1025.
[0087] The user data storage unit 1021 stores user information of users who play the game using the communication device 100. For example, the user ID and username of a player registered when installing the game are stored in association with each other in the user data storage unit 1021.
[0088] The object data storage unit 1022 stores information about character objects and enemy character objects, which are game objects used in the puzzle game provided by the server 500. Character objects are objects that the player can possess. Enemy character objects are objects that the player cannot possess. In the case of character objects, the object data storage unit 1022 stores the object ID, level, attack type, synthesis conditions, deletion conditions, skill type, and skill activation conditions. In the case of enemy character objects, the object ID, attack type, and energy value are stored. A character object can have at least one skill assigned to it. The skill activation conditions may be the number of skill pieces required to activate the skill, or points awarded per puzzle piece based on the number of skill pieces required to activate the skill. When a character object is used as a skill piece, the deletion conditions, skill type, and skill activation conditions apply, and when used as a character piece, the attack type and synthesis conditions may also apply.
[0089] The puzzle piece storage unit 1023 stores information about the puzzle pieces. The puzzle piece storage unit 1023 stores the puzzle piece ID, attribute, and type. The puzzle piece storage unit 1023 stores character pieces and skill pieces corresponding to character objects as puzzle pieces. Furthermore, puzzle pieces corresponding to characters are distinguished by their attributes and type. For example, in the game image GI of Figure 4, character pieces CP11, CP21, and CP31 are puzzle pieces with different attributes. Also, character pieces CP11, CP12, CP13, and CP14 are puzzle pieces with the same attributes but different types. The puzzle piece ID in the puzzle piece storage unit 1023 is associated with the object ID of the character object in the object data storage unit 1022.
[0090] The play status memory unit 1024 stores information about the player's play status in the puzzle game. Information about the player's play status via the communication device 100 is stored, associated with historical information such as the user ID, game progress, number of operations, operation time, and number of skill activations. The user ID is set and stored by the player when the game starts. The number of operations, operation time, and skill activations change constantly as the game progresses, and are therefore updated accordingly. The number of operations refers to, for example, the number of times the player moves a puzzle piece within a predetermined time (for example, within one turn). Operation time refers to, for example, the elapsed time since the player became able to move a puzzle piece. Operation time may also be the cumulative time of operations performed by the player on the puzzle pieces.
[0091] The placement data storage unit 1025 stores placement information indicating the position of each puzzle piece on the puzzle area PR. The placement data storage unit 1025 stores the placement position and the puzzle piece ID of the piece located at that position in association with each other. For example, when puzzle pieces are placed on a matrix-shaped board of M rows x N columns, each placement position is represented as (1,1) to (M,N). The placement position of each puzzle piece changes constantly as the game progresses, and is therefore updated as the game progresses.
[0092] Next, the configuration of the game processing execution unit in the control unit 101 will be described in detail. The game processing execution unit comprises a game operation acquisition unit 111, a setting data reception unit 112, a play status transmission unit 113, a display data control unit 114, and a puzzle piece processing unit 115. The game operation acquisition unit 111 acquires the player's operations on the game screen from the sensor unit 105. The setting data reception unit 112 acquires game data and the like from the server 500 via the communication unit 108. The play status transmission unit 113 transmits user information and game history information to the server 500.
[0093] The display data control unit 114 generates game screen data to be displayed on the display unit 103 and outputs it to the display unit 103. When a character is selected from the characters owned by the player, the selected character is set as the main character. If two characters are selected from the characters owned by the player, they are set as the first main character and the second main character. If two characters that are set as a pair are selected from the characters owned by the player, the two characters set as a pair are set as the first main character and the second main character. In addition, each of the first main character and the second main character can be displayed as a skill piece SP in the puzzle area PR. Characters not selected from the characters owned by the player may be displayed as character pieces CP in the puzzle area PR. Alternatively, characters not owned by the player may also be displayed as character pieces CP in the puzzle area PR. The puzzle piece storage unit 1023 is associated with the object data storage unit 1022. Therefore, the display data control unit 114 determines whether to display the character selected by the player as a skill piece or as a character piece, and displays it in the puzzle area PR.
[0094] The puzzle piece processing unit 115 includes a rearrangement unit 1151, a puzzle piece erasure unit 1152, a puzzle piece synthesis unit 1153, a puzzle piece addition unit 1154, and a skill activation unit 1155.
[0095] The arrangement change unit 1151 performs a process to change the arrangement of puzzle pieces based on the player's actions. For example, when the player performs an operation to select a puzzle piece (e.g., a touch operation) and an operation to slide the selected puzzle piece (e.g., a touch and slide operation), the arrangement change unit 1151 changes the arrangement of the puzzle pieces based on that operation information. The arrangement change unit 1151 may also count the number of operations or the operation time of the player and update the value of the number of operations or operation time based on the counted number of operations or operation time.
[0096] The puzzle piece removal unit 1152 removes a predetermined number of puzzle pieces based on the arrangement of puzzle pieces changed by the arrangement change unit 1151. If the arrangement of puzzle pieces changed by the arrangement change unit 1151 satisfies the removal conditions, that is, if a predetermined number of skill pieces are arranged in a line, then a predetermined number of skill pieces are removed.
[0097] The puzzle piece synthesis unit 1153 synthesizes a predetermined number of puzzle pieces into one puzzle piece based on the arrangement of the puzzle pieces changed by the arrangement change unit 1151. If the arrangement of the puzzle pieces has been changed by the arrangement change unit 1151 and the synthesis conditions are met, that is, if a predetermined number of character pieces are arranged in a line, the predetermined number of puzzle pieces are synthesized into one character piece.
[0098] The puzzle piece addition unit 1154 adds the number of puzzle pieces that were reduced by the number of puzzle pieces removed or combined by the puzzle piece removal unit 1152 and the puzzle piece combination unit 1153 to the puzzle area PR. The puzzle area PR is added according to the gravity field set in the puzzle area PR. The added puzzle pieces are at least one of skill pieces and character pieces.
[0099] The skill activation unit 1155 activates the skill corresponding to the main character. Furthermore, when skill pieces SP are removed, the skill activation unit 1155 increases the skill gauge SG based on the number of removed skill pieces SP. The skill gauge SG may increase by the number of skill pieces SP removed, or by the number of points awarded for each removed skill piece SP. When the skill gauge SG reaches its maximum value, the skill activation unit 1155 makes it possible to activate the skill. The maximum value of the skill gauge SG may differ for each main character, or, if a level is set for the main character, it may differ depending on the level. Also, the maximum value of the skill gauge SG may differ depending on the type of skill, or, if a level is set for the skill, it may differ depending on the skill level. When the user selects the skill gauge SG1 interface while the main skill is in a state where it can be activated, the skill activation unit 1155 activates the main skill of the first main character. Furthermore, the skill activation unit 1155 activates the sub-skill of the second main character when the user selects the interface for the skill gauge SG2 while the sub-skill is in a state where it can be activated. If the sub-skill of the second main character has the function of switching the main skill of the first main character, activating the sub-skill of the second main character will switch the main skill of the first main character to a different main skill.
[0100] [Flowchart for manipulating puzzle pieces] The puzzle piece manipulation process performed by the puzzle piece manipulation function in the communication device 100 will be described with reference to Figure 9. Figure 9 is a flowchart showing the puzzle piece manipulation process according to one embodiment of the present disclosure.
[0101] <Standby state> The arrangement change unit 1151 determines whether an operation has been detected on a puzzle piece placed in the puzzle area PR (step S101). If no operation on a puzzle piece is detected (step S101; NO), the process returns to step S101. Even if an operation on a puzzle piece is detected (step S101; YES), if the puzzle heats being operated on has not moved to another virtual area (step S102; No), the process returns to step S101.
[0102] <Manipulating puzzle pieces> If the arrangement change unit 1151 determines that the puzzle piece being manipulated has moved to another virtual area (step S102; YES), it updates the arrangement data of the puzzle piece (step S103). With the updated arrangement of the puzzle piece, the puzzle piece synthesis unit 1153 determines whether or not the conditions for character piece synthesis are met (step S104). If it determines that the conditions for character piece synthesis are met (step S104; YES), it synthesizes the character piece (step S105).
[0103] Next, the puzzle piece removal unit 1152 determines whether the conditions for removing the skill piece are met (step S106). If the conditions for removing the skill piece are met (step S106; YES), the skill piece is removed (step S107). Next, the puzzle piece addition unit 1154 determines whether the number of puzzle pieces has decreased from the puzzle area PR (step S108). If the number of puzzle pieces has decreased from the puzzle area PR (step S108; YES), the puzzle piece addition unit 1154 adds the same number of puzzle pieces as the number that decreased to the puzzle area PR (step S109) and terminates the operation (END).
[0104] If the character piece synthesis conditions are not met (Step S104; NO), the process proceeds to Step S106. Also, in Step S106, if the puzzle piece deletion unit 1152 does not meet the skill piece deletion conditions (Step S106; NO), the puzzle piece addition unit 1154 determines whether or not the number of puzzle pieces has decreased from the puzzle area PR (Step S108). If the number of puzzle pieces has not decreased from the puzzle area PR (Step S108; NO), the operation process ends (END).
[0105] [Switching Main Skills] As mentioned above, main skills include those that end immediately after activation and those that continue for a predetermined period. First, we will explain the case where all of the multiple main skills possessed by the first main character end immediately after activation, referring to Figures 10 and 11. Figure 10 is a flowchart that explains the process of changing multiple main skills using the sub-skills of the second main character when the first main character possesses multiple main skills. Here, we will explain the case where sub-skills have the function of switching main skills and also possess other skills such as attacks that are weaker than main skills.
[0106] <Standby state> When the game starts (START), the skill activation unit 1155 determines whether the user interface UI for skill gauge SG1 has been selected for main skill activation (step S201). If it is determined that main skill activation has not been selected (step S201; NO), the skill activation unit 1155 determines whether the user interface UI for skill gauge SG2 has been selected for sub-skill activation (step S202). If it is determined that sub-skill activation has not been selected (step S202; NO), the process returns to step S201.
[0107] <Sub-skill activated> In step S202, if it is determined that sub-skill activation is selected (step S202; YES), the sub-skill is activated (step S203). At this time, the skill activation unit 1155 counts the number of times the sub-skill has been activated. After that, the process returns to step S201.
[0108] <Main Skill Activated> In step S201, if it is determined that activating the main skill is selected (step S201; YES), the main skill corresponding to the count of sub-skill activations is activated (step S204). For example, if 0 sub-skills have been activated before activating the main skill is selected, the first main skill is activated; if 1 sub-skill has been activated, the second main skill can be activated; and if 3 sub-skills have been activated, the first main skill may be activated.
[0109] Figure 11 illustrates the process of changing multiple main skills using the sub-skills of the second main character when the first main character possesses multiple main skills. Figure 11 explains the case where the first main character possesses the first to third main skills and activates the third main skill. As shown in Figure 11, when the game starts and the skill gauge SG2 reaches its maximum value through the progress of the puzzle game, the sub-skill becomes available for activation (time t11). Subsequently, when the skill gauge SG1 reaches its maximum value through the progress of the puzzle game, the first main skill becomes available for activation (time t12).
[0110] When the user selects Skill Gauge SG2, the first sub-skill is activated, and the state changes from the first main skill activation state to the second main skill activation state (time t13). Upon activation of the sub-skill, Skill Gauge SG2 becomes 0. Subsequently, as the game progresses, when Skill Gauge SG2 reaches its maximum value, the sub-skill activation state begins (time t14). When the user selects Skill Gauge SG2 again, the second sub-skill is activated, and the state changes from the second main skill activation state to the third main skill activation state (time t15). Upon activation of the sub-skill, Skill Gauge SG2 becomes 0 again. Subsequently, when the user selects Skill Gauge SG1, the third main skill can be activated (time t16). Upon activation of the third main skill, Skill Gauge SG1 becomes 0.
[0111] Furthermore, if the first main skill becomes available after time t12, the user may activate the first main skill by selecting skill gauge SG1. Alternatively, if the second main skill becomes available after time t13, the user may activate the second main skill by selecting skill gauge SG1. After the first or second main skill is activated, skill gauge SG1 becomes 0.
[0112] Next, we will explain the case where all of the main skills possessed by the first main character are continuous for a predetermined period of time, referring to Figures 12 to 14.
[0113] Figure 12 is a flowchart illustrating the process of changing multiple main skills using the sub-skills of the second main character when the first main character possesses multiple main skills. Here, we will explain the function of sub-skills to switch between main skills and the case where they possess other skills such as attacks that are weaker than the main skills.
[0114] <Standby state> When the game starts (START), the skill activation unit 1155 determines whether the user interface UI for skill gauge SG1 has been selected for main skill activation (step S301). If it is determined that main skill activation has not been selected (step S301; NO), the skill activation unit 1155 determines whether the user interface UI for skill gauge SG2 has been selected for sub-skill activation (step S302). If it is determined that sub-skill activation has not been selected (step S302; NO), the process returns to step S301.
[0115] <Sub-skill activated> In step S302, if it is determined that sub-skill activation is selected (step S302; YES), the sub-skill is activated (step S303). At this time, since the main skill has not been activated, the skill activation unit 1155 activates a sub-skill that is not a skill to switch the main skill, but another skill such as an attack weaker than the main skill. After that, the process returns to step S301.
[0116] <Main Skill Activated> In step S301, if it is determined that activating the main skill is selected (step S301; YES), the main skill is activated (step S304). The main skill activation process in step S304 is explained in detail in Figure 13.
[0117] Figure 13 is a flowchart illustrating the process of switching the main skill by activating a sub-skill during the duration of the main skill's effect.
[0118] When a main skill is activated, the duration of the main skill's effect begins (step S304). The game processing execution unit determines whether the duration of the main skill's effect has met the termination conditions (step S401). If the duration of the main skill's effect has not met the termination conditions (step S401; NO), the unit determines whether the interface for skill gauge SG1 has been selected for the activation of the main skill (step S402). If the activation of the main skill has not been selected (step S402; NO), the skill activation unit 1155 determines whether the skill gauge SG2 is at its maximum value (step S403).
[0119] <Standby state> If the skill gauge SG2 is not at its maximum value (step S403; NO), the process returns to step S401.
[0120] <Before sub-skill activation is possible> In step S403, if the skill activation unit 1155 determines that the skill gauge SG2 is at its maximum value (step S403; YES), it enters a state where a sub-skill can be activated (step S404). In step S405, if the user interface UI for the skill gauge SG2 is not selected for sub-skill activation (step S405; NO), the process returns to step S401.
[0121] <Main Skill Switch> In step S404, if a sub-skill is available and the sub-skill activation is selected (step S405; YES), the main skill is changed by activating the sub-skill (step S406). Next, the duration of the effect of the changed main skill is extended (step S407), and the process returns to step S401.
[0122] In step S401, if the effect duration of the main skill ends (step S401; YES), or if the activation of the main skill is selected (step S402; YES), the skill activation process ends (step S301).
[0123] The game processing unit repeats one of the following states until the conditions for ending the duration of the main skill's effect are met (step S401; YES): standby state, before sub-skill activation state, or during sub-skill activation state.
[0124] Figure 14 illustrates the process of changing the main skills of the first main character using the sub-skills of the second main character, when the first main character possesses multiple main skills. For simplicity, the explanation will focus on the case where the sub-skills only have the function of switching the main skills.
[0125] Figure 14 illustrates the case where the first main character activates the third main skill when they possess the first to third main skills. As shown in Figure 14, when the game starts and the skill gauge SG2 reaches its maximum value through the progress of the puzzle game, the sub-skill becomes available for activation (time t21). Subsequently, when the skill gauge SG1 reaches its maximum value through the progress of the puzzle game, the first main skill becomes available for activation (time t22).
[0126] When the user selects Skill Gauge SG1, the first main skill is activated, and the duration of the first main skill's effect begins (time t23). Upon activation of the first main skill, Skill Gauge SG1 becomes 0. The duration of the first main skill's effect lasts for a predetermined time. During the duration of the first main skill's effect, when the user selects Skill Gauge SG2, the sub-skill is activated, the duration of the first main skill's effect ends, and the duration of the second main skill's effect begins (time t24). The duration of the second main skill's effect lasts for a predetermined time. Upon activation of the sub-skill, Skill Gauge SG2 becomes 0. Subsequently, as the game progresses, when Skill Gauge SG2 reaches its maximum value again, the sub-skill becomes available for activation (time t25). When the user selects Skill Gauge SG2, the sub-skill is activated, the duration of the second main skill's effect ends, and the duration of the third main skill's effect begins (time t26). The duration of the third main skill's effect lasts for a predetermined time. Additionally, when the sub-skill is activated, the skill gauge SG2 becomes 0. After a predetermined amount of time has elapsed since the activation of the third main skill, the duration of the third main skill's effect ends (time t27).
[0127] Furthermore, if a sub-skill is not activated within the specified period during the duration of the first main skill effect after time t23, the duration of the first main skill effect may end. Similarly, if a sub-skill is not activated within the specified period during the duration of the second main skill effect after time t24, the duration of the second main skill effect may end. If the skill power increases from the first to the third main skill, a process to revert to the first main skill may be executed after the duration of the second or third main skill effect ends. Alternatively, if the first to third main skills are all different skills, it is not necessary to execute a process to revert to the first main skill after the duration of the second or third main skill effect ends.
[0128] The durations of the first main skill effect, the second main skill effect, and the third main skill effect may be the same length. Alternatively, the durations may be shorter in the order of the first, second, and third main skill effect durations. If the power of the skills increases from the first to the third main skill, a process to return to the first main skill may be executed after the end of the second or third main skill effect duration. This increases the difficulty of the game up to reaching the third main skill, improving its appeal. Alternatively, if the first, second, and third main skills are all different skills, it is not necessary to execute a process to return to the first main skill after the end of the second or third main skill effect duration.
[0129] Furthermore, although not explained in detail here, the main skills possessed by the first main character may include both those that end immediately after activation and those that continue for a predetermined period. Additionally, if the second main character possesses other skills in addition to sub-skills that switch main skills, when the player selects skill gauge SG2, the sub-skill that switches main skills may be activated simultaneously with other skills, such as attacks weaker than the main skill.
[0130] According to one embodiment of the present invention, when a first main character has multiple main skills, the second main character's sub-skills can be used to change (switch) these multiple skills. This allows the player to activate skills from among the multiple main skills in accordance with the progress of the game, thereby improving the strategic depth of the game. For example, if an enemy character object has a weak point, the player can select a main skill that is effective against that weak point by switching main skills. Furthermore, if the power of the main skill increases each time it is switched, the damage dealt to the enemy character object will increase with each switch, making it easier to complete the game. In this way, the player can activate a variety of skills, thus improving the enjoyment of the game.
[0131] Additionally, missions may be set for each stage of the game. If multiple missions are set for a stage, players can change their main skill to suit the mission, giving them an advantage in the game.
[0132] [Differentiation] This disclosure is not limited to the embodiments described above, but includes a variety of other modifications. For example, the embodiments described above are described in detail for illustrative purposes and are not necessarily limited to those having all the configurations described. Some of the configurations of the embodiments and some of the modifications described below may have other configurations added, deleted, or replaced. The modifications are described below.
[0133] In the above embodiment, an example was described in which an enemy character object EJ, positioned outside the puzzle area PR, moves toward the puzzle area PR. However, the enemy character object EJ does not have to move. If the enemy character object EJ does not move, the enemy character object EJ and the puzzle area PR may be displayed on the same layer. Also, the border line BL shown in Figure 4 may be omitted from the game image GI. In this case, the enemy character object may attack the player's energy gauge PG at predetermined intervals. If the player's energy gauge PG reaches 0, it is game over. If the enemy character's energy gauge EG reaches 0, it is game cleared.
[0134] Alternatively, the enemy character object EJ, the enemy character's energy gauge EG, and the border line BL do not need to be placed outside the puzzle area PR. In this case, the game image GI will display the background image BR, the puzzle area PR, and the user interface UI. Also, a point gauge may be displayed instead of the player's energy gauge PG. In this case, the game program becomes a puzzle game, and the point gauge increases by eliminating puzzle pieces. The point gauge may increase based on the number of puzzle pieces eliminated, according to the number of points awarded per puzzle piece. The number of points awarded per puzzle piece may differ depending on the type of puzzle piece.
[0135] In the above embodiment, an example was described in which the character selected by the player is designated as the main character and skill pieces corresponding to the main character object are placed in the puzzle area PR. However, character pieces corresponding to the main character object may also be placed. Furthermore, the number of main characters selected by the player may be multiple. This allows character pieces corresponding to each of the multiple main characters selected by the player to be placed in the puzzle area PR. In this case, each of the multiple character pieces may be removed from the puzzle area PR when the removal conditions are met.
[0136] Furthermore, in the above embodiment, an example was described in which character pieces CP are combined when the combination conditions are met. However, even if multiple character pieces CP meet the combination conditions, the character pieces may simply be removed without being combined. In other words, each of the multiple character pieces CP may be removed from the puzzle area PR when the removal conditions are met.
[0137] Puzzle piece swapping may only be performed if certain conditions are met. These conditions include the fact that, after swapping the puzzle pieces, a predetermined number or more puzzle pieces with predetermined commonalities are lined up. If the above conditions are not met, the swapping of puzzle piece positions does not have to be performed. In this case, a visual effect may be displayed showing the two puzzle pieces to be swapped being moved partway in response to the player's touch input, and then returned to their original positions.
[0138] The player may delete or combine puzzle pieces by touching them in the puzzle area PR and selecting a predetermined number or more of the same type of puzzle pieces. Puzzle pieces may be selected by tracing and connecting them, or by touching adjacent puzzle pieces consecutively. "Tracing and connecting multiple puzzle elements" refers to visually or virtually connecting multiple objects that are spaced apart within a predetermined distance by tracing them with a touch operation. If the puzzle pieces selected by the method of selection satisfy the deletion or combination conditions, those puzzle pieces can be deleted or combined.
[0139] In the above embodiment, an example was described in which the puzzle region PR is divided into multiple virtual regions, but the puzzle region does not have to be divided into multiple virtual regions. Puzzle pieces may be arranged within the puzzle region PR in a way that they stack up without any particular order (they may also be accumulated based on physical calculations).
[0140] In a game program, enemy character objects may be omitted. In this case, the game program may be a puzzle game in which points are added by eliminating puzzle pieces. The end condition of the puzzle game may be that a predetermined amount of time has elapsed since the start of the game, or that a predetermined amount of points has been acquired. In such a case, the skills possessed by character objects may be skills related to the calculation of points. Skills may be, for example, effects that eliminate puzzle pieces. For example, a skill may be an effect that eliminates puzzle pieces of the same character object from among the puzzle pieces placed in the puzzle area PR. Alternatively, puzzle pieces placed in the puzzle area PR may be eliminated vertically (up and down direction) or horizontally (horizontally direction), regardless of the type of character object, or they may be eliminated randomly. Furthermore, a skill may be an effect that changes puzzle pieces corresponding to a predetermined character object to puzzle pieces corresponding to a different character object from among the puzzle pieces placed in the puzzle area PR. Furthermore, a skill may be an effect that increases the points awarded per puzzle piece when puzzle pieces corresponding to a predetermined character object are eliminated. A character object possesses at least one of the above skills. For the sake of explanation, we will refer to the skills possessed by the first main character as "main skills" and the skills possessed by the second main character as "sub-skills" to distinguish between them. However, both main skills and sub-skills can be any of the skills mentioned above. Furthermore, the first main character may possess multiple main skills, and the second main character may possess multiple sub-skills. However, it is preferable that one of the sub-skills possessed by the second character has the effect of changing the main skill of the first main character.
[0141] For example, in a game program, puzzle pieces corresponding to a character selected from multiple character objects owned by the player, and puzzle pieces corresponding to other character objects, are placed in the puzzle area PR. In this case, if the first main character and the second main character are set as a single character object composed of a pair including the first and second main characters, the first main character is set as the first puzzle piece capable of activating multiple main skills, and the second main character is set as the second puzzle piece capable of activating sub-skills. In this case, the conditions for clearing puzzle pieces are met by selecting a predetermined number or more of the same type of puzzle pieces consecutively. The conditions for clearing puzzle pieces may be different for each puzzle piece or the same for all puzzle pieces. Depending on the number of puzzle pieces cleared, puzzle pieces may be added to the puzzle area PR from top to bottom. Based on the number of first puzzle pieces cleared, it becomes possible to activate main skills. Also, based on the number of second puzzle pieces cleared, it becomes possible to activate sub-skills.
[0142] In a game program, in addition to the calculation of points, multiple missions may be set in each stage of the game, running parallel to the progress of the puzzle game. Examples of missions include clearing three puzzle pieces of the same attribute in a row, clearing a predetermined number of puzzle pieces, or clearing a predetermined number of character pieces corresponding to a character object selected by the player. To complete all multiple missions within a predetermined time, the main skill can be changed by activating a sub-skill, allowing the player to activate a main skill suitable for completing the mission. For example, by changing the main skill to clear all puzzle pieces in the puzzle area PR displayed in the game image GI and activating it, the mission of clearing a predetermined number of puzzle pieces can be easily completed. Depending on the stage of the game, the player can select a character with skills suitable for the mission, and change the main skill as needed during gameplay to activate the skill.
[0143] As described above, the game program according to one embodiment of the present invention can be applied to various puzzle games in which skills can be activated.
[0144] The above description of this disclosure has been made with reference to the drawings, but each of the embodiments described above can be modified as appropriate without departing from the spirit of this disclosure. For example, any additions, deletions, or design changes made by a person skilled in the art based on each embodiment are also included in the scope of this disclosure as long as they retain the gist of this disclosure. Furthermore, each of the embodiments described above can be combined as appropriate as long as they do not contradict each other, and technical matters common to each embodiment are included in each embodiment even without explicit description.
[0145] Any effects or benefits other than those brought about by the embodiments described above, if they are clear from the description herein or easily predictable to a person skilled in the art, are naturally considered to be brought about by this disclosure. [Explanation of Symbols]
[0146] 100: Communication device, 101: Control unit, 102: Storage unit, 103: Display unit, 104: Operation unit, 105: Sensor unit, 106: Imaging unit, 107: Position detection unit, 108: Communication unit, 109: Sound input / output unit, 110: Notification unit, 111: Game operation acquisition unit, 112: Setting data reception unit, 113: Play status transmission unit, 114: Display data control unit, 115: Puzzle piece processing unit, 500: Server, 501: Control unit, 502: Storage unit, 503: Communication unit, 1000: Communication system, 1021: User data storage unit, 1022: Object data storage unit, 1023: Puzzle piece storage unit, 1024: Play status storage unit, 1025: Placement data storage unit 1151: Arrangement change unit, 1152: Puzzle piece deletion unit, 1153: Puzzle piece synthesis unit, 1154: Puzzle piece addition unit, 1155: Skill activation unit, 5021: User data storage unit, 5022: Setting data storage unit, 5023: Play status storage unit, SP: Skill piece, BI: Background image, BL: Borderline, CP: Character piece, ER: Enemy character area, EG: Energy gauge, EJ: Enemy character object, GI: Game image, LD: Line segment, NW: Network, PA: Player area, PR: Puzzle area, PG: Energy gauge, SG: Skill gauge, SJ: Skill object, VA: Virtual area
Claims
1. A game image is generated that includes a puzzle area divided into multiple virtual regions, enemy character objects placed outside the puzzle area, skill pieces that are movable between different virtual regions and correspond to the special effects of the main character, and character pieces that are movable between different virtual regions and correspond to sub-characters that perform attacks on the enemy character objects. When the aforementioned skill piece satisfies the first condition, the skill piece is removed from the puzzle area. Based on the number of skill pieces that have been removed, the special effect can be activated. When multiple character pieces satisfy the second condition, the character pieces are combined to generate character pieces corresponding to other types of sub-characters with different attack effects, and these are placed in the puzzle area. A game program designed to be run by a computer.
2. The game program according to claim 1, wherein the display form of the synthesized character piece is changed from the display form of the character piece before synthesis.
3. The game program according to claim 1, wherein the enemy character object moves toward the puzzle area.
4. The game program according to claim 1, wherein at least one of the skill pieces and character pieces, equal to the number of skill pieces removed from the puzzle area, is added to the puzzle area from a direction opposite to the position where the enemy character object is placed.
5. The game program according to claim 1, wherein at least one of skill pieces and character pieces equal to the number of character pieces that have been removed from the puzzle area is added to the puzzle area from a direction different from the position where the enemy character object is placed.
6. The game program according to claim 1, wherein the first condition is that a predetermined number or more of the skill pieces are arranged in a first direction, or a predetermined number or more are arranged in a second direction intersecting the first direction.
7. The game program according to claim 1, wherein the second condition is that a predetermined number or more of the character pieces are arranged in a first direction, or a predetermined number or more are arranged in a second direction intersecting the first direction.
8. The aforementioned main character includes the first main character and the second main character, The game program according to claim 1, wherein the skill piece includes a first skill piece corresponding to the first main character and a second skill piece corresponding to the second main character.
9. When each of the first skill piece and the second skill piece satisfies the first condition, each of the first skill piece and the second skill piece is removed from the puzzle area. Based on the number of the aforementioned first skill pieces that have been removed, the first special effect can be activated. The game program according to claim 8, which enables the activation of a second special effect different from the first special effect based on the number of second skill pieces that have been removed.
10. A user interface is placed outside the aforementioned puzzle area. The game program according to claim 9, wherein the user interface includes a first region for executing the first special effect and a second region for executing the second special effect.
11. The game program according to claim 9, wherein if the second special effect is activated during a predetermined period after the activation of the first special effect, the effect of the first special effect is modified as at least a part of the second special effect.