Game Program
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NHN PLAYART
- Filing Date
- 2025-01-17
- Publication Date
- 2026-07-30
AI Technical Summary
【0014】 本開示の一実施形態によれば、新規なパズルゲームを提供することができる。
Smart Images

Figure 2026123701000001_ABST
Abstract
Description
Technical Field
[0001] One embodiment of the present disclosure relates to a game program.
Background Art
[0002] Conventionally, as a puzzle game executable on a mobile terminal such as a smartphone, a game combining a battle element between puzzle pieces and characters is known. For example, Patent Document 1 discloses a game in which a puzzle area including a plurality of puzzle pieces is arranged at the lower part of a game screen, and a battle area including enemy characters and ally characters is arranged at the upper part of the game screen. Such a game is configured such that a battle is performed between enemy characters and ally characters according to the result of operating the puzzle pieces arranged in the puzzle area.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] One object of one embodiment of the present disclosure is to provide a novel puzzle game.
Means for Solving the Problems
[0005] A game program according to one embodiment of the present disclosure involves causing a computer to perform the following: arranging a plurality of movable enemy character objects in a puzzle area, arranging friendly character objects outside the puzzle area, forming a group of adjacent enemy character objects of the same attribute as an enemy character object group, and executing game processing when any enemy character object is selected from the group of enemy character objects, which includes deleting all enemy character objects included in the group of enemy character objects, and performing predetermined processing based on the number of enemy character objects to be deleted and the status of the friendly character objects.
[0006] In the game program described above, the game process includes displaying an indication that an allied character object is attacking an enemy character object that is to be eliminated.
[0007] In the game program described above, the predetermined process includes generating a special object in the puzzle area for erasing friendly character objects in a predetermined erasing manner, if the number of enemy character objects to be erased is greater than or equal to a predetermined number.
[0008] In the game program described above, the game process includes increasing the parameter value corresponding to the friendly character object based on the number of enemy character objects to be eliminated, and when the parameter value reaches a predetermined value, the special effect corresponding to the friendly character object becomes available.
[0009] In the game program described above, the predetermined process includes generating a special object in the puzzle area if the number of enemy character objects to be removed is greater than or equal to a predetermined number, and determining the manner in which the special object is removed based on the number of times the game process is executed.
[0010] In the above game program, the ally character objects include a first ally character object and a second ally character object, the predetermined method of eliminating enemy character objects is determined based on the number of times the game process is executed, and the predetermined process includes generating a special object in the puzzle area if the number of enemy character objects to be eliminated is greater than or equal to a predetermined number, and determining a predetermined method of eliminating the special object based on the number of times the game process is executed.
[0011] In the game program described above, the game processing includes increasing the parameter value corresponding to the first ally character object or the second ally character object based on the number of enemy character objects to be eliminated, and when the parameter value reaches a predetermined value, a special effect corresponding to the first ally character object or the second ally character object becomes available.
[0012] In the game program described above, the player is attacked based on the number of enemy character objects included in the group of enemy character objects.
[0013] In the above game program, if the number of enemy character objects included in the group of enemy character objects exceeds a predetermined number, the display method of the group of enemy character objects is changed. [Effects of the Invention]
[0014] According to one embodiment of this disclosure, a novel puzzle game can be provided. [Brief explanation of the drawing]
[0015] [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 a game image when a game program of an embodiment of the present disclosure is executed. [Figure 6] It is a diagram showing a game image when a game program of an embodiment of the present disclosure is executed. [Figure 7] It is a diagram showing a game image when a game program of an embodiment of the present disclosure is executed. [Figure 8] It is a diagram showing a game image when a game program of an embodiment of the present disclosure is executed. [Figure 9] It is a diagram showing a game image when a game program of an embodiment of the present disclosure is executed. [Figure 10] It is a diagram showing a game image when a game program of an embodiment of the present disclosure is executed. [Figure 11] It is a block diagram showing the game processing execution function of a server in an embodiment of the present disclosure. [Figure 12] It is a block diagram showing the game processing execution function of a communication device in an embodiment of the present disclosure. [Figure 13] It is a flowchart diagram for executing an enemy attack control function according to an embodiment of the present disclosure. [Figure 14] It is a flowchart diagram for executing a game progress function according to an embodiment of the present disclosure.
Embodiments for Carrying Out the Invention
[0016] 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.
[0017] In this specification and in the claims, each term is defined as follows:
[0018] 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.
[0019] The "puzzle area" is the region in the game image where multiple puzzle pieces are placed. Puzzle pieces that the player can manipulate are placed in the puzzle area. The puzzle game progresses when the player touches the puzzle pieces placed in the puzzle area and removes them.
[0020] A "game object" is, for example, a visible display unit. Game objects include, for example, puzzle pieces placed in the puzzle area, and friendly character objects, enemy character objects, and objects corresponding to the removal of puzzle pieces, placed outside the puzzle area. Here, a "puzzle piece" refers to an object that functions as an individual piece constituting the puzzle (specifically, an image of the target of manipulation or processing included in the game image). Alternatively, a puzzle piece may also serve as an enemy character object, an object corresponding to the removal of puzzle pieces, or a friendly character object.
[0021] "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.
[0022] 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.
[0023] In this specification and the drawings, when it is necessary to distinguish between multiple elements of the same type (for example, multiple enemy character objects), they may be distinguished by adding a number after a common designation (e.g., EJ, OG, etc.) (e.g., EJ-1, EJ-2, EJG-1 to EJG-4, etc.). However, when it is not necessary to distinguish them individually in the description, only the common designation 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.
[0024] [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.
[0025] 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 application installed. By running the program of the game application 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.
[0026] 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.
[0027] 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).
[0028] 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.
[0029] [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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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).
[0037] 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.
[0038] 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.
[0039] 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.
[0040] [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.
[0041] 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.
[0042] 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.
[0043] 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.
[0044] [Game Overview] One embodiment of the present disclosure is a game program in which the player removes enemy character objects, which are placed as puzzle pieces in a puzzle area within a game image, by touch operation (mainly tap operation), and the game progresses when friendly character objects placed outside the puzzle area attack the enemy character objects.
[0045] [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. In a game application, for example, when a game stage is selected, the execution of the game program begins.
[0046] 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.
[0047] The game image GI shown in Figure 4 includes the player area PA and the enemy character area ER. The enemy character area ER contains the puzzle area PR and the enemy character's energy gauge EG. The puzzle area PR contains enemy character objects EJ that the player can control by touch, while outside the puzzle area PR are enemy character objects EJA that the player cannot control. Note that the enemy character objects EJA that the player cannot control do not have to be displayed in the game image GI. The enemy character's energy gauge EG corresponds, for example, to points, score, or quota set for each stage of the game.
[0048] The player area (PA) is the area other than the enemy character area (ER) and is located outside the puzzle area (PR). The player area (PA) contains allied character objects (CJA, CJB, CJC) and the player's energy gauge (PG). At least one allied character object is required. In the following description, unless otherwise specified, allied character objects CJA, CJB, and CJC will simply be referred to as allied character object CJ. Allied character object CJ has stats such as level, hit points (HP), attack power, defense power, and the type of enemy character object elimination method. The player's energy gauge (PG) may be set based, for example, on the stats of allied character object CJ located outside the puzzle area (e.g., the total value of hit points).
[0049] In the puzzle area PR, multiple enemy character objects EJR, EJG, EJB, and EJY are placed adjacent to each other. Here, "adjacent" means that when the radius of the circle surrounding the outline of the enemy character object is r, the distance between the centers of two adjacent enemy character objects is 2r or less. The enemy character objects EJR, EJG, EJB, and EJY may be placed based on physics calculations. Multiple enemy character objects EJR, EJG, EJB, and EJY have different attributes. Attributes refer to common external features of the enemy character objects. For example, if the color of the enemy character objects is the same, they may be considered to have the same attributes even if their shapes are different. Alternatively, if the shape of the enemy character objects is the same, they may be considered to have the same attributes even if their colors are different. In this embodiment, the multiple enemy character objects EJR, EJG, EJB, and EJY are distinguished by color; for example, EJR may be a red enemy character object, EJG a green enemy character object, EJB a blue enemy character object, and EJY a yellow enemy character object. In the following explanation, unless the attributes of an enemy character object EJ are specifically distinguished, it will simply be referred to as "enemy character object EJ".
[0050] In the game program, adjacent enemy character objects EJ with the same attributes in the puzzle area PR form an enemy character object group OG. An enemy character object group OG can be formed when at least two adjacent enemy character objects EJ with the same attributes are in the puzzle area PR. As shown in Figure 4, enemy character objects EJ-1 and EJ-2 form the enemy character object group OG. Furthermore, even if the enemy character object group OG contains three or more enemy character objects, the distance between the centers of two adjacent enemy character objects for any given enemy character object will be 2r or less. In addition, the display pattern of the enemy character object group OG may be changed when a predetermined number or more enemy character objects EJ with the same attributes are adjacent. Here, the case where the predetermined number is six or more is described, but the predetermined number is not particularly limited. In Figure 4, to distinguish them from other enemy character object group OGs, enemy character object groups OGB and OGY, where six or more enemy character objects are adjacent, are enclosed by dotted lines.
[0051] The game program progresses in turns. After several turns in which the player attacks enemy character objects, the enemy character objects attack the player. Here, the player attacking an enemy character object EJ means executing a game progression process (also called simply game processing). The game progression process includes the player selecting an enemy character object EJ placed in the puzzle area PR, thereby eliminating the selected enemy character object EJ or the group of enemy character objects OG containing the selected enemy character object EJ, and executing predetermined processes based on the number of enemy character objects to be eliminated and the status of the friendly character objects. These predetermined processes will be explained later. Executing a game progression process consumes one turn for the player. In the following explanation, an enemy character object to be eliminated refers to an enemy character object EJ selected by the player, or an enemy character object of the same attribute included in the group of enemy character objects OG containing the selected enemy character object EJ. The game progression process includes reducing the enemy character's energy gauge EG based on the number of enemy character objects to be eliminated. In a game stage, for example, the game is cleared by reducing the enemy character's energy gauge EG to 0.
[0052] The turn display area TR shows the number of turns until the player is attacked by an enemy character object EJ. In Figure 4, the game progression process can be executed four times. When the number of turns displayed in the turn display area TR reaches 0, the enemy character object attacks the player. When an enemy character object attacks the player, it means that the player's energy gauge PG decreases based on the number of enemy character objects included in the group of enemy character objects in the attack state.
[0053] First, let's explain what happens when the player attacks an enemy character object. When the game program starts, the player can remove an enemy character object EJ by selecting it using touch controls in the puzzle area PR. When an enemy character object EJ is selected, a predetermined process is executed based on the number of enemy character objects EJ to be removed and the status of the friendly character objects CJ. Here, the predetermined process includes, for example, generating a special object based on the number of enemy character objects EJ to be removed and the type of enemy character object removal corresponding to the friendly character object CJ.
[0054] Specifically, the predetermined process includes generating a special object based on the type of enemy character object erasure pattern corresponding to the friendly character object CJ, when the number of enemy character objects EJ to be erased is greater than or equal to a predetermined number. Here, we will explain the case where the number of enemy character objects EJ to be erased is 6 or more. In the game progression process, if the number of enemy character objects to be erased is less than the predetermined number, no special object is generated. The predetermined erasure pattern may be, for example, a pattern in which multiple enemy character objects EJ located within a predetermined range extending vertically across the screen centered on a special object selected by the player are erased from the puzzle area PR, or a pattern in which enemy character objects EJ in a circular area of the puzzle area PR are erased, or a pattern in which enemy character objects EJ are erased horizontally across the screen centered on a special object selected by the player, or a pattern in which enemy character objects are erased in a cross shape across the screen centered on a special object selected by the player. In the game program, for example, if three erasure patterns are set, one of the first to third erasure patterns set for the generated special object is determined according to the number of times the game progression process is executed. For example, in the first game progression process, a first erasure method may be determined; in the second game progression process, a second erasure method may be determined; in the third game progression process, a third erasure method may be set; and in the fourth game progression process, the first erasure method may be set.
[0055] A bomb is an example of a special object. Special objects, like enemy character objects EJ, are a type of puzzle piece. When a special object is selected by the player, it removes enemy character objects in a different way than removing enemy character objects included in a group of enemy character objects. For example, a special object SP may remove some enemy character objects EJ included in a group of enemy character objects OG, or it may remove some of the group of enemy character objects OG and individual enemy character objects EJ not included in the group of enemy character objects OG. Since a special object SP can remove enemy character objects regardless of the number of enemy character objects EJ included in the group of enemy character objects OG, it is possible to remove many more enemy character objects compared to selecting and removing enemy character objects EJ included in the group of enemy character objects OG.
[0056] If multiple friendly character objects CJA, CJB, and CJC are set as friendly character objects, a predetermined method for erasing enemy character objects as described above may be set for each friendly character object CJA, CJB, and CJC. The turns of the multiple friendly character objects CJA, CJB, and CJC proceed in a predetermined order. For example, if the game progression process is executed during the turn of friendly character object CJA, it becomes the turn of friendly character object CJB. If the game progression process is executed during the turn of friendly character object CJB, it becomes the turn of friendly character object CJC.
[0057] The predetermined process may include generating a special object in the puzzle area if the number of enemy character objects to be eliminated is greater than or equal to a predetermined number, and determining the elimination method of the special object based on the number of times the game process has been executed. In other words, the predetermined process includes generating a special object based on a predetermined elimination method of the friendly character object CJ whose turn it is.
[0058] If any enemy character object selected by the player is adjacent to an enemy character object EJ of a different attribute, only the selected enemy character object EJ will be deleted. For example, if enemy character object EJR-1 is adjacent to an enemy character object EJ of a different attribute, only enemy character object EJR-1 will be deleted even if selected by the player. Alternatively, if any enemy character object selected by the player is one of the enemy character object group OG, all enemy character object EJ included in the enemy character object group OG will be deleted. For example, if any enemy character object AO is selected from among the enemy character object EJY included in the enemy character object group OGY, the eight enemy character object EJY included in the enemy character object group OGY will be deleted, and the enemy character's energy gauge EG will be reduced based on the eight enemy character objects that are deleted. Therefore, the more enemy character object EJs included in the enemy character object group OG, the greater the reduction in the enemy character's energy gauge EG can be.
[0059] Figure 5 shows the game image GI when a game program in one embodiment of the present disclosure is executed. Figure 5 shows the case when an arbitrary enemy character object AO is selected during the turn of an ally character object CJA. When an arbitrary enemy character object AO is selected, in the game progression process, the ally character object CJA may move without interfering with the enemy character object EJ placed in the puzzle area, perform an action such as an attack, and then display the deletion of the enemy character object EJ that is to be deleted. Alternatively, in the game progression process, the ally character object CJA may be placed in the player area PA, perform an action such as an attack, and then display the deletion of the enemy character object EJ that is to be deleted.
[0060] A virtual gravity field is set in the puzzle area PR, extending from top to bottom. Therefore, each enemy character object EJ placed in the puzzle area PR will move downward to fill any empty space below it, which is created when an enemy character object EJ is removed. At this time, each enemy character object EJ moves downward, pulled by gravity. When an empty space is created in the puzzle area PR as an enemy character object EJ moves downward, a new enemy character object EJ is added to the empty space from outside the upper part of the puzzle area PR. However, the example does not have to be limited to setting a virtual gravity field. The puzzle area PR may simply be controlled so that when an empty space is detected, the enemy character object EJ moves to fill that empty space. For example, the enemy character object EJ may be controlled to move from left to right to fill an empty space in the puzzle area PR. For example, the enemy character object EJ may be controlled to move from bottom to top to fill an empty space in the puzzle area PR.
[0061] Furthermore, in Figure 5, since the number of enemy character objects that have been eliminated is greater than a predetermined number, a special object SP is generated with an elimination pattern corresponding to the friendly character object CJA whose turn it is.
[0062] Thus, during the game progression process, when any enemy character object AO is selected from the enemy character object group OGY, all enemy character objects included in the enemy character object group OGR are deleted, and the arrangement of multiple enemy character objects EJ is changed, thereby updating the arrangement of enemy character objects EJ. As a result, the enemy character object group OG placed in the puzzle area PR is reformed. When the enemy character object group OG is reformed, a new enemy character object group OG may be formed, the enemy character object group OG may disappear, or the number of enemy character objects EJ included in the enemy character object group OG may increase or decrease.
[0063] Figure 6 shows the game image GI when a game program in one embodiment of this disclosure is executed. Figure 6 shows how a special object SP is generated in the puzzle area PR by erasing the enemy character object group OGY shown in Figure 4. As described above, the special object SP corresponds to a predetermined erasure method of the enemy character object. The predetermined erasure method of the special object SP may be set to correspond to an ally character object CJ. If multiple ally character objects CJ are placed, each ally character object CJ may correspond to a different predetermined erasure method. For details on the predetermined erasure methods, please refer to the description of the predetermined processing.
[0064] Special objects SP may be generated, for example, at the location where the enemy character object selected by the player was placed. When a special object SP is generated, if an empty space is created in the puzzle area PR below it due to the removal of an enemy character object, the position of the special object SP may be controlled to move to fill that empty space. Furthermore, the position where a special object SP is generated is not particularly limited; it may be generated at a location far from the enemy character object selected by the player, as long as it corresponds to the position of any of the multiple enemy character objects that have been removed. Like enemy character objects EJ, special objects SP can be selected by the player using a tap operation, but their position cannot be moved by the player's touch operation. Also, after a special object SP is generated, if an empty space is created below it as the game progresses, the special object SP may be controlled to move to fill that empty space. This makes it easier for the player to predict where special objects SP will be generated and to place special objects in the intended location, allowing the player to progress through the game while considering where special objects SP will be generated.
[0065] Figure 6 shows the deletion methods corresponding to the allied character objects CJA, CJB, and CJC, respectively, represented by the deletion method objects DMA, DMB, and DMC. Furthermore, the display method for special objects SP may include displaying an image indicating which allied character object the special object SP corresponds to. Special objects SP are not limited to the turn order of the allied character objects; they can be selected during any allied character object's turn. If a special object SP is selected by the player, the turn does not necessarily have to be consumed.
[0066] Figure 7 shows the game image GI when a game program in one embodiment of this disclosure is executed. Figure 7 shows the case when a special object SP is selected during the turn of an ally character object CJB. In Figures 6 and 7, the method of erasing the special object SP corresponds to the ally character object CJA. For example, if the method of erasing the special object SP is to erase multiple enemy character objects EJ located within a predetermined range extending vertically across the screen from the special object SP selected by the player in the puzzle area PR, the multiple enemy character objects EJ represented by dotted lines are erased regardless of their attributes and regardless of the enemy character object group OG. When a special object SP is selected, the ally character object CJA corresponding to the special object SP may be shown to advance without interfering with the enemy character objects EJ placed in the puzzle area, perform an action such as attacking, and then erase the enemy character objects EJ that are to be erased. As described above, the selection of a special object SP does not consume the turn of the ally character object CJB. After an enemy character object is removed by a special object SP, if any enemy character object is selected, the turn of the friendly character object CJB is consumed when the target enemy character object is removed. At this time, the friendly character object CJB may move without interfering with the enemy character object EJ placed in the puzzle area, perform an action such as attacking, and then display a message to remove the target enemy character object EJ.
[0067] The game progression process may include a process in which the player selects an enemy character object EJ and increases the parameter value corresponding to the ally character object CJ for that turn based on the number of enemy character objects to be eliminated. Here, the parameter value is the parameter value required to activate a skill (also called a special effect) for the ally character object CJ. The game progression process may also include a process in which the player selects a special object SP and increases the parameter value corresponding to the ally character object CJ corresponding to the special object SP based on the number of enemy character objects eliminated. In Figure 6, the parameter values required to activate skills are represented as skill gauges SGA, SGB, and SGC for each of the ally character objects CJA, CJB, and CJC. When these parameter values reach predetermined values, that is, when skill gauges SGA, SGB, and SGC reach their maximum values, the skills corresponding to the ally character objects CJA, CJB, and CJC become available for activation. Skills may, in addition to eliminating enemy character objects EJ, change enemy character objects of a certain attribute to enemy character objects of a different attribute, or grant buffs such as increased damage to enemy characters for a predetermined period of time. In the game program, skills may be activated at any time. When the skill gauge is at its maximum value and the player selects skill gauge SGA, SGB, or SGC, the skill can be activated. Note that activating a skill does not necessarily consume a turn.
[0068] Next, we will describe the case when an enemy character object attacks the player. At the start of a game stage, every predetermined number of turns in which the player attacks an enemy character object, at least one enemy character object SO is set as a core piece from among multiple enemy character objects EJ placed in the puzzle area PR. Figure 8 is a diagram showing the game image GI when the game program in one embodiment of this disclosure is executed. The enemy character object SO is an enemy character object that attacks the player when the number of turns displayed in the turn display area TR becomes 0. The enemy character object SO can also be said to be in an attack preparation state. The display mode of the set enemy character object may differ from the display mode of the character objects included in the group of enemy character objects to which the set enemy character object belongs. In Figure 8, a △ mark is placed to distinguish the enemy character object SO from other enemy character objects EJG. The enemy character object set as a core piece is selected according to predetermined rules, for example, it may be randomly selected from among multiple enemy character objects placed in the puzzle area PR, or the order in which it is set as a core piece may be predetermined according to the attributes of the enemy character object, or it may be in order of the number of enemy character objects EJ included in the group of enemy character objects OG, and is not limited to these rules. When an enemy character object EJ is set as a core piece, an enemy character object EJA placed outside the puzzle area PR may perform an action to instruct the enemy character object EJ, which is set as a core piece, to attack, and after that, the enemy character object EJ may be indicated as being in an attack-ready state.
[0069] If an enemy character object SO is included in the enemy character object group OGG, then all enemy character objects EJG included in the OGG group also enter an attack preparation state. The display mode of the enemy character object group OGG in an attack preparation state may differ from the display mode of the enemy character object group OG that is not in an attack preparation state. In Figure 8, all enemy character objects EJ included in the OGG group are shown with thick solid lines to indicate that they are in an attack preparation state. The enemy character object SO (core piece) is a piece that functions as the core for putting the enemy character objects included in the OGG group into an attack preparation state. When the turn number displayed in the turn display area TR becomes 0, the enemy attack control process is executed based on the total number of enemy character objects included in the OGG group. The enemy attack control process is for the enemy character objects to attack the player. It is preferable for the player to clear the enemy character object group OG, including the enemy character object SO, before the turn number displayed in the turn display area TR becomes 0. The enemy attack control process is also called the game process. To distinguish between the game processing for game progression and the game processing for controlling enemy attacks, the terms "first game processing" and "second game processing" are sometimes used.
[0070] Figure 9 shows the game image GI when a game program in one embodiment of this disclosure is executed. Figure 9 shows the game image GI after the enemy character object group OGR shown in Figure 8 has been removed. In Figure 8, enemy character object EJG-1 is located at a distance from the enemy character object group OGG (the distance between the centers of two adjacent enemy character objects is greater than 2r), and therefore is not included in the enemy character object group OGG and is not in an attack-ready state. In contrast, in Figure 9, the placement of enemy character object EJ is updated, so enemy character object EJG-1 becomes adjacent to the enemy character object group OGG of the same attribute. As a result, enemy character object EJG-1 is included in the enemy character object group OGG, and enemy character object EJG-1 also enters an attack-ready state. Also, in Figure 8, enemy character objects EJG-2 to EJG-4 are included in the enemy character object group OGG and are therefore in an attack-ready state. In contrast, in Figure 9, the placement of enemy character object EJ is updated, so it moves to a position away from the enemy character object group OGG. As a result, enemy character objects EJG-2 to EJG-4 are no longer in an attack-ready state. In this way, enemy character objects EJ change to an attack-ready or non-attack-ready state depending on whether the adjacent group of enemy character objects OG is in an attack-ready or non-attack-ready state, either after one turn or during one turn. In other words, as the player progresses through the game, the group of enemy character objects is reformed along with the changes in the placement of enemy character objects EJ. If the number of enemy character objects in the group of enemy character objects OG that is in an attack-ready state is large, the player can divide the group of enemy character objects OG or delete some of them by selecting a special object SP. This reduces the number of enemy character objects EJ in the group of enemy character objects OG that is in an attack-ready state.
[0071] Furthermore, Figures 8 and 9 show the special objects SPA and SPB. Special object SPA corresponds to the elimination mode of the friendly character object CJA, and special object SPB corresponds to the elimination mode of the friendly character object CJB. Special objects SPA and SPB also move downward as an empty space is created in the puzzle area PR when the enemy character object group OGR is eliminated.
[0072] Furthermore, the pace at which enemy character objects SO are set as core pieces may be set according to the difficulty of the game. Enemy character objects EJ set as core pieces may be added every predetermined number of turns, or they may be added at random turns. For example, enemy character objects EJ of different attributes may be set as core pieces every 1 turn, every 2 turns, etc. By prioritizing the elimination of enemy character object groups OG, including enemy character object EJ that are in an attack preparation state, the player can minimize the damage taken when enemy character objects attack the player.
[0073] When the turn count displayed in the turn display area TR becomes 0, the enemy character object EJ begins its attack. In other words, in the behavior of the enemy character object EJ, the few turns during which the player attacks the enemy character object can be considered the attack preparation period for the enemy character object EJ. Figure 10 is a diagram showing the game image GI when a game program in one embodiment of this disclosure is executed. In Figure 10, enemy character objects SO-1, SO-2, SO-3, and SO-4 are shown in the order in which their attack preparation state was set during the player's turn. In Figure 10, the turn count displayed in the turn display area TR becomes 0, and each of the enemy character object groups OGR, OGG, OGB, and OGY changes from the attack preparation state to the attack state. The attack order of the enemy character object groups OGR, OGG, OGB, and OGY is not particularly limited. For example, the order in which the enemy character object group OG has the most enemy character object EJ may be determined by the number of enemy character object EJ in it, the order of attacks may be predetermined by attribute, the order in which the attack preparation state is set may be determined, or all enemy character object groups OGR, OGG, OGB, and OGY may attack at once. Enemy attack control processing is performed based on the number of enemy character object EJ in each of the enemy character object groups OGR, OGG, OGB, and OGY that have changed to an attack state. Specifically, enemy attack control processing includes enemy character object EJ attacking the player, i.e., the player's energy gauge PG decreases. The player's energy gauge PG may decrease based on the number of enemy character object EJ in an attack state. Alternatively, the player's energy gauge PG may decrease based on the number of enemy character object EJ in an attack state and a numerical value based on the status (e.g., defense) of the friendly character object CJ. The game ends when the player's energy gauge PG reaches 0.
[0074] Once an enemy character object finishes attacking the player, a new turn begins for the player to attack the enemy character object again.
[0075] The game program terminates when a predetermined termination condition is met. This predetermined termination condition may be, for example, when the energy value of an enemy character's energy gauge EG becomes 0, or when the energy value of the player's energy gauge PG becomes 0. Alternatively, the predetermined termination condition may be when a predetermined number of turns have ended, a predetermined amount of time has elapsed, or a predetermined mission has been completed. A predetermined mission may be, for example, reducing the energy value of an enemy character's energy gauge EG to 0 within a predetermined number of turns, eliminating a predetermined number of enemy character objects EJ, activating a skill a predetermined number of times, or generating or consuming a predetermined number of special objects.
[0076] [Server software functional configuration] Next, with reference to Figure 11, the functional configuration of the server 500 software will be described. As shown in Figure 11, 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.
[0077] 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 playing the game and clearing game stages, and represents the player's rank (degree of proficiency with the system).
[0078] The setting data storage unit 5022 stores game programs for games that can be executed on the communication device 100, various setting information necessary for the game, and so on. 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 setting 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 setting 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. Setting data may include, for example, the numerical value of the energy gauge EG of enemy characters in each stage of the game, the type of attribute of enemy character objects, images of enemy character objects EJA that cannot be controlled by the player, a predetermined number of turns to set enemy character objects in an attack preparation state (for example, every 1 turn, every 2 turns, etc.), and missions.
[0079] 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.
[0080] [Configuration of communication device 100] Next, the configuration of the communication device 100 will be described with reference to Figure 12. Figure 12 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 processor executing a game program stored in the storage unit 102. The storage unit 102 also includes a user data storage unit 1021, an ally character data storage unit 1022, an enemy character data storage unit 1023, and a play status storage unit 1024.
[0081] The user data storage unit 1021 stores user information of users who play the game using the communication device 100. For example, the user data storage unit 1021 stores the user ID and username of a player registered when the game was installed, in association with each other.
[0082] The Ally Character Data Storage Unit 1022 stores information about Ally Character Objects, which are game objects used in the game application provided by the Server 500. Ally Character Objects are objects that the player can possess. The Ally Character Data Storage Unit 1022 stores the object ID, status, skill type, and skill activation conditions of the Ally Character Object. The status of an Ally Character Object includes level, hit points (HP), attack power, defense power, and the type of enemy character object elimination method. Hit points are set based on the level value, and attack power and defense power may be set based on the level and at least one of the values assigned to weapons and equipment that the Ally Character Object can equip. Attack power controls the rate at which the enemy character's energy gauge EG decreases for each enemy character object eliminated. The higher the attack power, the greater the rate at which the enemy character's energy gauge EG decreases for each enemy character object eliminated. Defense power controls the rate at which the player's energy gauge PG decreases for each enemy character object that attacks the player. The higher the defense power, the smaller the rate at which the player's energy gauge (PG) decreases per enemy character object attacking the player. Allied character objects must have at least one skill. The skill activation conditions (maximum skill gauge) may also be set based on the number of enemy character objects that must be eliminated to activate the skill, or the value assigned to each enemy character object that must be eliminated.
[0083] The enemy character data storage unit 1023 stores information about enemy character objects EJ, which are game objects used in the game application provided by the server 500. Enemy character objects EJ are placed in the puzzle area PR and are playable by the player. The enemy character data storage unit 1023 stores the object ID, attributes, damage points, and attack points of the enemy character object EJ. Damage points are the values subtracted from the enemy character's energy gauge EG when the enemy character object is eliminated. Attack points are the values subtracted from the player's energy gauge PG when the enemy character object attacks the player. Damage points and attack points may differ depending on the attribute.
[0084] 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, including the user ID, game progress, number of operations, and operation time. The user ID is set and stored by the player when the game starts. The number of operations, operation time, number of turns consumed, and the formation status of the enemy character object group GO 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 has performed an operation to remove puzzle pieces. Operation time refers to, for example, the elapsed time since the player became able to move puzzle pieces.
[0085] 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, an ally character setting unit 115, a turn count unit 116, an enemy attack control processing unit 117, and a game progress processing unit 118. The game operation acquisition unit 111 acquires the player's operations on the game screen from the operation unit 104. The setting data reception unit 112 acquires game data etc. 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.
[0086] 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 one of the player's ally character objects CJ is selected from the ally character objects CJ that the player possesses, the selected ally character object CJ is displayed as the game image GI.
[0087] The Ally Character Setting Unit 115 sets the Ally Character Objects CJ that will participate in the game stage. When an Ally Character Object CJ is selected from the Ally Character Object CJs owned by the player, the player's energy gauge PG is set based on the status of the selected Ally Character Object CJ. As described above, each Ally Character Object CJ has a predetermined erasure method set for generating special objects. For example, when generating a special object SP, the predetermined erasure method corresponding to the Ally Character Object CJ is referenced.
[0088] The turn count unit 116 counts the number of times the game progression process executed by the game progression processing unit 118 is performed.
[0089] The enemy attack control processing unit 117 comprises an object management unit 1171 and an enemy character processing unit 1172.
[0090] The object management unit 1171 manages enemy character objects EJ placed in the puzzle area PR. Specifically, when a game stage starts, the object management unit 1171 adds a predetermined number of enemy character objects EJ to the puzzle area PR. As the game progresses, if enemy character objects EJ are deleted or if the number of enemy character objects EJ placed in the puzzle area PR falls below a predetermined number, enemy character objects EJ are added to the puzzle area PR. In addition, if multiple enemy character objects EJ placed in the puzzle area PR have the same attribute and are adjacent to each other, an enemy character object group OG is formed. The object management unit 1171 updates the placement of enemy character objects EJ by deleting or adding enemy characters. The object management unit 1171 also reshapes the enemy character object group OG placed in the puzzle area PR.
[0091] When a game stage begins, the enemy character processing unit 1172 determines whether to transition an enemy character object EJ to an attack preparation state depending on whether a predetermined number of turns or a predetermined amount of time has elapsed. If the enemy character processing unit 1172 determines that an enemy character object EJ should be transitioned to an attack preparation state, it sets at least one enemy character object SO from among the multiple enemy character objects EJ placed in the puzzle area PR as a core piece. The enemy character processing unit 1172 also transitions the enemy character object SO set as the core piece to an attack preparation state, and transitions all enemy character objects EJ included in the group of enemy character objects OG, which includes the said enemy character object SO, to an attack preparation state. The enemy character processing unit 1172 determines whether the player has completed a predetermined number of turns, and if it determines that the predetermined number of turns has completed, it determines whether an enemy character object EJ in an attack preparation state is placed in the puzzle area PR. The enemy character processing unit 1172, when an enemy character object EJ in an attack preparation state is placed in the puzzle area PR, executes a process to cause the enemy character object to attack the player based on the number of enemy character object EJ included in the group of enemy character objects OG that have transitioned from an attack preparation state to an attack state.
[0092] The game progress processing unit 118 includes an object deletion unit 1181, an object generation unit 1182, and a skill activation unit 1183.
[0093] When the game operation acquisition unit 111 detects a player's touch operation, the object deletion unit 1181 deletes any selected enemy character object AO, or all enemy character objects EJ included in the group of enemy character objects OG that includes any selected enemy character object AO.
[0094] The object generation unit 1182 performs predetermined processing based on the number of enemy character objects EJ to be erased and the status of ally character objects CJ. If the number of enemy character objects EJ to be erased is greater than or equal to a predetermined number, the object generation unit 1182 generates special objects SP in the puzzle area PR for erasing ally character objects in a predetermined erasure manner corresponding to the ally character objects. More specifically, if the number of enemy character objects EJ to be erased is greater than or equal to a predetermined number, the object generation unit 1182 generates special objects SP corresponding to a predetermined erasure manner corresponding to the ally character objects CJ set based on the number of times the game progression process has been executed.
[0095] The skill activation unit 1183 activates the skill corresponding to the ally character object CJ. The skill activation unit 1183 also increases the skill gauge SG as a parameter value corresponding to the ally character object based on the number of enemy character objects EJ that have been eliminated. When the skill gauge SG reaches its maximum value, the skill activation unit 1183 makes it possible to activate the skill. The maximum value of the skill gauge SG may differ for each ally character object CJ, and may also differ depending on the level if an ally character object CJ has a level set. Furthermore, the maximum value of the skill gauge SG may differ depending on the type of skill, and may also differ depending on the level if a skill has a level set. When the skill activation unit 1183 is in a state where it is possible to activate a skill and the user selects the skill gauge SG, it activates the skill corresponding to that ally character object CJ.
[0096] [Flowchart for enemy attack control processing] The enemy attack control processing performed by the enemy attack control function in the communication device 100 will be described with reference to Figure 13. Figure 13 is a flowchart for executing the enemy attack control function according to one embodiment of the present disclosure.
[0097] When a game stage begins, the enemy attack control process starts (START). When the enemy attack control process starts, the object management unit 1171 adds an enemy character object EJ to the puzzle area PR (step S100). Next, the enemy character processing unit 1172 determines whether or not to transition the enemy character object EJ to an attack preparation state (step S101). If the enemy character processing unit 1172 determines that the enemy character object EJ should not be transitioned to an attack preparation state (step S101; NO), the process proceeds to the execution of the game progression process in step S104.
[0098] [Game progress flowchart] The game progression process executed by the game progression function in the communication device 100 will be described with reference to Figure 14. Figure 14 is a flowchart for executing the game progression function according to one embodiment of this disclosure.
[0099] When the game progression process starts, the turn process begins (step S201). First, if the object erasure unit 1181 detects a touch operation on a special object SP (step S202; YES), it erases enemy character objects EJ according to the erasure method of the special object SP (step S203). Next, if the object erasure unit 1181 detects a touch operation on any enemy character object AO (step S204; YES), it erases all enemy character objects EJ selected by the player or all enemy character objects EJ included in the group of enemy character objects OG that includes said enemy character object EJ (step S205). Next, the object erasure unit 1181 inflicts damage on the enemy character objects EJ based on the number of enemy character objects that have been erased (step S206). At this time, if the number of enemy character objects EJ that have been erased is less than a predetermined number (step S207; NO), the turn process ends (step S210).
[0100] If, in step S202, the object erasure unit 1181 does not detect a touch operation on the special object SP (step S202; NO), and in step S204, the touch operation on the enemy character object EJ is not detected (step S204; NO), then steps S202 and S204 are repeated until a touch operation is detected.
[0101] Furthermore, in step S207, if the object deletion unit 1181 determines that the number of deleted enemy character objects EJ is greater than or equal to a predetermined number (step S207; YES), the object generation unit 1182 reads the deletion pattern of the enemy character objects EJ from the ally character setting unit 115 according to the number of times the game progression process has been executed (step S208), and generates a special object corresponding to the deletion pattern of the enemy character objects EJ (step S209). This ends the turn processing (step S210).
[0102] The process from step S201 to step S210 is considered one turn. Once the game progression process is complete, the process proceeds to step S105 shown in Figure 13. The turn count unit 116 also counts the number of turns.
[0103] In step S105, if the enemy attack control processing unit 117 determines that a predetermined number of turns has not ended (step S105; NO), the process returns to step S100. In step S100, the object management unit 1171 adds enemy character objects EJ to the puzzle area PR based on the number of enemy character objects EJ that have been deleted and the number of enemy character objects EJ that are placed in the puzzle area PR.
[0104] In step S101, if the enemy character processing unit 1172 determines that an enemy character object EJ should be moved to an attack preparation state (step S101; YES), it sets at least one enemy character object EJ from among multiple enemy character objects EJ as the core piece (step S102). Subsequently, the enemy character processing unit 1172 moves the said enemy character object SO to an attack preparation state and moves all enemy character objects EJ included in the group of enemy character objects OG, which includes the said enemy character object EJ, to an attack preparation state (step S103).
[0105] The process from step S101 to step S105 is repeated, and in step S105, if the enemy attack control processing unit 117 determines that a predetermined number of turns have ended (step S105; YES), the process proceeds to step S106.
[0106] In step S106, the enemy character processing unit 1172 determines whether or not an enemy character object EJ in an attack-ready state is placed in the puzzle area PR (step S106). In step S106, if the enemy character processing unit 1172 determines that an enemy character object EJ in an attack-ready state is placed in the puzzle area PR (step S106; YES), the enemy character object EJ attacks the player based on the number of enemy character object EJ included in the group of enemy character objects OG in an attack-ready state (step S107). Next, if the enemy character processing unit 1172 determines that the game termination conditions are met (step S108; YES), the game stage ends (END). In step S106, if the enemy character processing unit 1172 determines that no enemy character object EJ in an attack-ready state is placed in the puzzle area PR (step S106; NO), the process proceeds to step S108.
[0107] In the flowchart shown in Figure 13, the process in step S206 may be executed first, followed by the process in step S205, or the processes in steps S205 and S206 may be executed simultaneously. If the number of turns corresponds to a predetermined erasure method, step S208 may be omitted. Also, the process in step S206 may be executed after step S209.
[0108] As described in Patent Document 1, when a puzzle game employs a configuration in which battles take place between enemy and ally characters, the game progresses through touch operations where the player moves and connects puzzle pieces to create a battle advantageous to the player. The strategic aspect of the game is enhanced by the player's ability to move and connect puzzle pieces, making it less likely to become boring. In recent years, game difficulty has become polarized, with an increase in games with high difficulty levels on home consoles, while games with easier controls are increasing on communication devices such as smartphones. Puzzle games on smartphones have also evolved from 3-match puzzles to 2-match puzzles, and even to puzzle games where the player only selects puzzle pieces instead of moving them. When a configuration in which battles take place between enemy and ally characters is adopted for such puzzle games where the player only selects puzzle pieces, it is conceivable that the player's target of operation will be puzzle pieces related to ally characters. However, since the operation is only to select puzzle pieces related to ally characters, users are likely to get bored with the monotonous operation and will not feel like they are attacking enemy characters. Therefore, there is a risk that players will stop playing the game.
[0109] In contrast, in one aspect of the present invention, in the game program, instead of manipulating puzzle pieces corresponding to friendly characters, the player manipulates puzzle pieces corresponding to enemy characters (also called enemy character objects) to eliminate enemy character objects, thereby attacking enemy characters and advancing the game. As a result, the player gets the feeling that they are choosing their attack targets by selecting enemy character objects. Furthermore, by selecting their attack targets and performing tap operations, the player is less likely to get bored, and the game's appeal is enhanced.
[0110] In one aspect of the present invention, ally character objects do not need to be placed in the puzzle area and do not become puzzle pieces, and therefore do not affect the progress of the puzzle game, but can be implemented as entities that attack enemy character objects. This allows for the combination of a puzzle game where only puzzle pieces are selected with a configuration in which battles take place between enemy and ally characters, thereby providing a novel puzzle game.
[0111] Furthermore, the more enemy character objects there are in a group of enemy character objects placed within the puzzle area, the more enemy character objects will be eliminated with a single tap. Therefore, the more enemy character objects eliminated with a single tap, the more satisfying the player's experience. In addition, since touch operations such as moving or connecting enemy character objects are unnecessary, the game can be played at a faster pace.
[0112] In typical puzzle games, the type of special object (bomb) generated by clearing puzzle pieces is often determined by the number of puzzle pieces cleared. Therefore, depending on the arrangement of puzzle pieces in the puzzle area, it may be difficult to generate the desired special object. Also, since special objects are generated by moving or connecting puzzle pieces, the locations where special objects can be generated are often limited.
[0113] In contrast, according to one aspect of the present invention, when multiple friendly character objects are placed outside the puzzle area, the turn of the friendly character objects changes each time an enemy character object is tapped to eliminate it. Furthermore, the type of special object used to eliminate enemy character objects is set according to the elimination method set for the friendly character object. Special objects SP are generated when a predetermined number or more enemy character objects are eliminated. Therefore, the player can choose which turn to generate a special object in, depending on the objective of how they want to eliminate the enemy character objects, and thus can choose the type of special object SP to generate. This improves the strategic depth of the game. Also, if it is possible to generate a special object SP at a location corresponding to the position of an enemy character object EJ selected by the player, the player can specify where they want to generate the special object SP according to the position of the enemy character object EJ selected by the player. In other words, a special object SP can be generated at any position of an enemy character object included in the group of enemy character objects. Therefore, by generating multiple special objects SP, depending on the placement of the special objects SP, it is possible to aim for chain reactions through the elimination of special objects, and the number of enemy character objects EJ eliminated can be increased.
[0114] Furthermore, the multiple enemy character objects placed in the puzzle area are reformed as the game progresses by generating or partially dissolving groups of enemy character objects. Additionally, the multiple enemy character objects in the puzzle area change from an attack-ready state to an attack state as the game progresses. This means that the composition of the enemy character object groups and the attack-ready state of the enemy character objects change in conjunction with the ever-changing puzzle situation. Players must adapt their gameplay to the puzzle situation, and the increased difficulty of the game enhances its enjoyment.
[0115] [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.
[0116] In this embodiment, the game progression process has been described as including, but is not limited to, the player selecting an enemy character object EJ placed in the puzzle area PR, thereby erasing the enemy character object EJ or the group of enemy character objects OG that includes the enemy character object EJ, and performing predetermined processing based on the number of enemy character objects to be erased and the status of the friendly character objects. In other words, the game progression process may also include, when the player selects an enemy character object EJ placed in the puzzle area PR, erasing the enemy character object EJ or the group of enemy character objects OG that includes the enemy character object EJ, and decreasing the energy gauge EG of the enemy character based on the number of enemy character objects to be erased.
[0117] In this embodiment, multiple ally character objects are placed in the puzzle area, and the order of the ally character objects is changed each turn, but this is not limited to this. Only one ally character object may be placed in the puzzle area. Also, one ally character object may have multiple ways of eliminating enemy character objects. In this case, the way of eliminating enemy character objects may be determined based on the number of times the game progression process is executed, and a predetermined process may be to generate a special object in the puzzle area if the number of enemy character objects to be eliminated is greater than or equal to a predetermined number, and the way of eliminating the special object may be determined based on the number of times the game progression process is executed. In other words, one ally character object may have three ways of eliminating, and in the first turn a special object may be generated using the first way of eliminating, in the third turn a special object may be generated using the third way of eliminating, and in the fifth turn a special object may be generated using the second way of eliminating.
[0118] In this embodiment, the predetermined process, when selected, describes a case in which a special object is generated based on the type of enemy character object erasure method corresponding to the friendly character object CJ when the number of enemy character objects EJ to be erased is greater than or equal to a predetermined number. However, it is not limited to this. The predetermined process may include, when selected, reducing the energy gauge EG of the enemy character based on the number of enemy character objects EJ to be erased being predetermined and the status of the friendly character object CJ (e.g., a numerical value based on attack power). The predetermined process may also include, when selected, reducing the energy gauge EG of the enemy character based on the number of enemy character objects EJ to be erased being predetermined, the status of the friendly character object CJ (e.g., a numerical value based on attack power), and at least one of the status of the enemy character object to be erased (e.g., a numerical value based on defense power).
[0119] In this embodiment, we have described a case where an arbitrary enemy character object SO is set as a core piece as the turn of the ally character object CJ progresses, but we are not limited to this. Core pieces may be added as core pieces at predetermined intervals, such as every 30 seconds or every minute, from the start of the game program. Furthermore, core pieces may be set as the next enemy character object SO to replenish the core piece when the enemy character object SO set as a core piece is removed from the puzzle area PR, or as a core piece at random intervals, or the pace at which enemy character object SO is set as a core piece may increase as the game progresses or as game time elapses.
[0120] In this embodiment, a case in which multiple types of enemy character objects are placed as puzzle pieces in the puzzle area has been described, but it is not limited to enemy character objects. For example, multiple types of ally character objects, or objects related to ally characters, may be placed as puzzle pieces in the puzzle area. In this case, the game may progress by selecting any ally character object, thereby eliminating all ally character objects included in that group of ally character objects. In this case, the game progression process may perform predetermined processing based on the number of ally character objects eliminated and the status of the ally character objects.
[0121] 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.
[0122] 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]
[0123] 100: Communication device, 101: Control unit, 102: Memory 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: Ally character setting unit, 116: Turn count unit, 117: Enemy attack control processing unit, 1171: Object Management Unit, 1172: Enemy Character Processing Unit, 118: Game Progress Processing Unit, 1181: Object Deletion Unit, 1182: Object Generation Unit, 1183: Skill Activation Unit, 500: Server, 501: Control Unit, 502: Memory Unit, 503: Communication Unit, 1000: Communication System, 1021: User Data Storage Unit, 1022: Ally Character Data Storage Unit, 1023: Enemy Character Data Storage Unit, 1024: Play Status Storage Unit, 50 21: User data storage unit, 5022: Setting data storage unit, 5023: Play status storage unit, AO: Arbitrary enemy character object, CJ, CJA, CJB, CJC: Ally character object, DMA, DMB, DMC: Deletion mode object, EG: Enemy character energy gauge, EJ, EJ-1, EJ-2, EJA, EJB, EJG, EJG-1, EJG-2, EJG-3, EJG-4, EJR, EJR-1, EJY: Enemy character object, ER: Enemy character area, GI: Game image, NW: Network, OG, OGB, OGG, OGR, OGY: Group of enemy character objects, PA: Player area, PG: Player energy gauge, PR: Puzzle area, SGA, SGB, SGC: Skill gauge, SO, SO-1, SO-2, SO-3, SO-4: Enemy character object, SP: Special object, TR: Turn display area
Claims
1. Multiple movable enemy character objects are placed within the puzzle area, and friendly character objects are placed outside the puzzle area. Adjacent enemy character objects of the same attribute are formed as a group of enemy character objects. The game process is executed by selecting any enemy character object from the group of enemy character objects, which includes deleting all enemy character objects included in the group of enemy character objects, and executing predetermined processing based on the number of enemy character objects to be deleted and the status of the friendly character objects. A game program designed to be run by a computer.
2. The game program according to claim 1, wherein the game processing includes displaying that the friendly character object is attacking the enemy character object that is to be deleted.
3. The game program according to claim 1, wherein the predetermined process includes, if the number of enemy character objects to be erased is greater than or equal to a predetermined number, generating a special object in the puzzle area for erasing the friendly character objects in a predetermined erasing manner corresponding to the friendly character objects.
4. The game program according to claim 1, wherein the game processing includes increasing a parameter value corresponding to the friendly character object based on the number of enemy character objects to be deleted, and when the parameter value reaches a predetermined value, a special effect corresponding to the friendly character object becomes available.
5. The game program according to claim 3, wherein the predetermined process includes generating the special object in the puzzle area if the number of enemy character objects to be erased is greater than or equal to a predetermined number, and determining the manner in which the special object is erased based on the number of times the game process is executed.
6. The aforementioned allied character object includes a first allied character object and a second allied character object, the predetermined method of erasing the enemy character object is determined based on the number of times the game process is executed. The game program according to claim 3, wherein the predetermined process includes generating the special object in the puzzle area if the number of enemy character objects to be erased is greater than or equal to a predetermined number, and determining the predetermined erasure method of the special object based on the number of times the game process is executed.
7. The game program according to claim 6, wherein the game processing includes increasing a parameter value corresponding to the first ally character object or the second ally character object based on the number of enemy character objects to be deleted, and when the parameter value reaches a predetermined value, a special effect corresponding to the first ally character object or the second ally character object becomes available.
8. The game program according to claim 1, which attacks the player based on the number of enemy character objects included in the aforementioned group of enemy character objects.
9. The game program according to claim 1, which changes the display mode of the enemy character object group if the number of enemy character objects included in the enemy character object group is greater than or equal to a predetermined number.