Game information processing method, game terminal device, and computer program

JP2026166290APending Publication Date: 2026-10-14RASENGLE CO LTD
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Patent Information

Application Number
JP2025059146
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-31
Publication Date
2026-10-14

AI Technical Summary

Benefits of technology

【0008】 本開示によれば、ゲームのバトル中に戦略的に味方NPCを使用可能とすることで、ゲームの魅力を向上させることができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention provides a game information processing method, a game terminal device, and a computer program that improve gameplay. [Solution] The game information processing method involves a computer placing a character operated by the user and an NPC (Non-Playable Character) that is not an object of control in a game space displayed on a display unit. When the character is within a predetermined range based on the position of the NPC in the game space, music corresponding to the NPC is output from the audio output unit. While the music is being output, effects set at intervals from the start of music playback are generated on the character operated by the user or in the game space.
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Description

Technical Field

[0001] The present invention relates to a game information processing method, a game terminal device, and a computer program.

Background Art

[0002] There is a game program in which, in addition to a user-operable character (hereinafter referred to as PC (Playable Character)), an inoperable ally character (hereinafter referred to as ally NPC (Non-Playable Character)) appears in a game space, and a computer automatically controls the NPC (Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In an action game in which a PC is placed on a battlefield in a game space and a user freely moves the PC on the battlefield, cooperation with ally NPCs affects the comfort of the game.

[0005] An object of the present invention is to provide a game information processing method, a game terminal device, and a computer program that improve game performance.

Means for Solving the Problems

[0006] In one embodiment of the present disclosure, a game information processing method is provided in which a computer places a user-operated character and an NPC (Non-Playable Character) that is not an object of operation in a game space displayed on a display unit, and when the character is within a predetermined range based on the position of the NPC in the game space, the computer outputs music corresponding to the NPC from an audio output unit, and while the music is being output, the computer generates an effect set for each elapsed time since the start of music playback on the user-operated character or the game space.

[0007] In one embodiment of the game information processing method, game terminal device, and computer program of this disclosure, various effects occur on the user-operated PC based on the corresponding music of the NPC. [Effects of the Invention]

[0008] According to this disclosure, the appeal of the game can be enhanced by allowing players to strategically use allied NPCs during game battles. [Brief explanation of the drawing]

[0009] [Figure 1] This is a schematic diagram of the game system of this embodiment. [Figure 2] This is a block diagram showing the internal configuration of a game terminal device. [Figure 3] This is a block diagram showing the configuration of an information processing device. [Figure 4] This is a flowchart showing an example of a game control procedure in a game system. [Figure 5] This is a flowchart showing an example of a game control procedure in a game system. [Figure 6] This is an explanatory diagram of how effects are activated by allied NPCs. [Figure 7] This is an explanatory diagram of how effects are activated by allied NPCs. [Figure 8] This is an explanatory diagram of how effects are activated by allied NPCs. [Figure 9] This is an explanatory diagram of how effects are activated by allied NPCs. [Figure 10] This is an explanatory diagram of effect activation from an ally NPC. [Figure 11] This is an explanatory diagram of effect activation from an ally NPC. [Figure 12] This is a flowchart illustrating an example of the game control procedure in the game system. [Figure 13] This is a flowchart illustrating an example of the game control procedure in the game system. [Figure 14] This is an explanatory diagram of effect activation from an enemy NPC. [Figure 15] This is an explanatory diagram of effect activation from an enemy NPC. [Detailed Description of the Embodiments]

[0010] The present disclosure will be specifically described with reference to the drawings showing its embodiments. In the following embodiments, a game system to which the game information processing method of the present disclosure is applied will be described.

[0011] Figure 1 is a schematic diagram of the game system 100 of the present embodiment. The game system 100 includes a game terminal device 1 used by a user, and an information processing device 2 that can be communicatively connected from the game terminal device 1. The network N includes the Internet N1, a carrier network N2, a base station BS, and an access point AP. The game terminal device 1 can transmit and receive data to and from the information processing device 2 via the network N by wireless or wired connection.

[0012] In the game system 100, the game terminal device 1 installed with a game application (computer program) communicates with the information processing device 2 periodically or as the game progresses. The game terminal device 1 appropriately acquires game content in predetermined units from the information processing device 2 via the network N to advance the game. The predetermined unit of game content varies depending on the type of game and the play target item selected within the game.

[0013] Figure 2 is a block diagram showing the internal configuration of a game terminal device 1. The game terminal device 1 is, for example, a personal computer, a smartphone, or a tablet terminal. The game terminal device 1 may be a game-dedicated device. The game terminal device 1 includes a processing unit 10, a storage unit 11, a communication unit 12, a display unit 13, an audio output unit 14, and an operation unit 15.

[0014] The processing unit 10 uses a processor such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an NPU (Neural Processing Unit), and an MPU (Micro Processing Unit). Based on the game application P1 stored in the storage unit 11, the processing unit 10 outputs the progress and effects of the game corresponding to the user's play operation to the display unit 13 and the audio output unit 14. The processing unit 10 may be configured as a single piece of hardware (SoC: System On a Chip) in which the processor, the storage unit 11, and the communication unit 12 are integrated.

[0015] The storage unit 11 includes a nonvolatile memory such as a hard disk, a flash memory, or an SSD (Solid State Drive), and a volatile memory such as a RAM (Random Access Memory) that temporarily stores predetermined programs and data.

[0016] The storage unit 11 stores data referenced by the processing unit 10. The storage unit 11 stores a game application P1 (program product). The game application P1 is downloaded by the processing unit 10 from the information processing device 2 or another download server via the communication unit 12 and stored therein in an executable manner.

[0017] The communication unit 12 realizes communication with the information processing device 2 via a network N including the Internet or a carrier network. Specifically, the communication unit 12 is a wireless communication device connected to a carrier network, a wireless communication device for WiFi (registered trademark), and / or a network card for a wired LAN.

[0018] The display unit 13 is a display such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 13 is, for example, a touch panel-integrated display. The processing unit 10 displays game data (background, foreground, text, and character motion data, etc.) acquired from the information processing device 2 on the display unit 13 based on the game application P1. The motion data is data for character animation and the movement of a three-dimensional model.

[0019] The audio output unit 14 includes a speaker, etc. The processing unit 10 outputs game data (dialogue, background music) acquired from the information processing unit 2 based on the game application P1 through the audio output unit 14.

[0020] The control unit 15 is a user interface that accepts user input. The control unit 15 is a mouse, keyboard, and / or a game controller. The control unit 15 may be, for example, a touch panel built into the display unit 13. The control unit 15 may also be a voice input unit that accepts user voice input.

[0021] Figure 3 is a block diagram showing the configuration of the information processing device 2. The information processing device 2 is a game server capable of sending and receiving data to and from the game terminal device 1. In the following description, the information processing device 2 will be described as a single game server, but it may also be configured as a distributed processing system using multiple server computers connected via a network.

[0022] The information processing device 2 comprises a processing unit 20, a storage unit 21, and a communication unit 22. The processing unit 20 is a processor using a CPU, GPU, NPU, and / or MPU. The processing unit 20 executes processing as a game server based on the information processing program P2 stored in the storage unit 21.

[0023] The storage unit 21 includes non-volatile memory such as a hard disk, flash memory, and / or SSD. The storage unit 21 also includes volatile memory such as RAM for temporarily storing data generated by a predetermined program or process. The storage unit 21 stores the information processing program P2 and data referenced by the processing unit 20. The information processing program P2 may be a copy of the information processing program P8 stored in the storage medium 8, read by the processing unit 20 and stored in the storage unit 21. The information processing program P2 may also be a copy downloaded by the processing unit 10 from another download server via the communication unit 22 and stored.

[0024] The memory unit 21 stores game data related to the progress of the game. The game data includes game screen data, scenarios (dialogue), music data, voice data, animation data (videos), etc., which are common to multiple users. The game data also includes background, menu, and character motion data for each game unit, such as one play of a battle or puzzle. The memory unit 21 includes data that differs depending on the user, such as the progress of the story in the game, completed stages, data on characters or items owned by the user, parameters for each of the user's characters or items, in-game BGM data, items, points, and setting values, which are associated with the user ID that identifies the user.

[0025] The communication unit 22 enables communication with the game terminal device 1 via the network N. Specifically, the communication unit 22 is a network card. The communication unit 22 may include a wireless communication device that connects to the carrier network N2, or it may include a wireless communication device for Wi-Fi. The processing unit 20 can send and receive data with multiple game terminal devices 1 via the communication unit 22.

[0026] The game implemented by the game system 100 configured in this way is one in which the game terminal device 1 executes battles in predetermined execution units (hereinafter referred to as battles) based on the game application P1. A battle is described as a form in which a character controlled by the user fights against enemy NPCs that are not controlled by the user on a battlefield, together with allied NPCs. The game content may be an action RPG (Roll Playing Game) that employs the battle format described below, but is not limited to this; it may also be adopted when allied NPCs appear in shooting games such as FPS (First Person Shooter) or TPS (Third PlayStation).

[0027] In the game implemented by game system 100, the user freely moves a controllable PC on a three-dimensional battlefield and fights enemy NPCs that appear on the battlefield by hitting them with their hands, feet or weapons, or by casting magic or spells from a distance. Enemy NPCs move on the battlefield according to predetermined automatic control based on control data provided by game application P1 or information processing device 2, and attack the user's PC. In the game system 100 of this embodiment, friendly NPCs appear on the battlefield at the user's command or under automatic control. Friendly NPCs provide specific effects such as buffs and debuffs to the user's PC. In the game system 100 of this embodiment, when the user's PC enters a predetermined range based on the position of a friendly NPC, music set for the friendly NPC plays, and specific effects set for the friendly NPC occur as appropriate.

[0028] Figures 4 and 5 are flowcharts illustrating an example of a game control procedure in the game system 100. The following processing procedure is executed on the game terminal device 1 at the start of a battle, based on battle data provided by the game application P1 and the information processing device 2. However, the following processing procedure may also be executed on the information processing device 2, with which the game terminal device 1 is connected, and the execution result may be output to the game terminal device 1.

[0029] The processing unit 10 accepts the selection of the target battle to start (step S101) and accepts the selection of the PC and allied NPCs to be used in the target battle (step S102). In step S102, the processing unit 10 may accept multiple selections for each of the PC and allied NPCs to be used. Depending on the target battle selected in step S101, the PC and / or allied NPCs to be used may not be selectable by the user, and in step S102, the processing unit 10 will make the selection automatically. Allied NPCs may be selected and summoned after the target battle has started.

[0030] The processing unit 10 obtains game data corresponding to the battlefield of the selected target battle from the information processing unit 2 (step S103). The game data obtained in step S103 includes background data, scenario, music data, and voice and motion data of enemy NPCs. The game data obtained in step S103 also includes the placement of enemy NPCs and automatic control settings.

[0031] The processing unit 10 obtains the game data of the selected PC and allied NPC from the information processing unit 2 (step S104). The game data obtained in step S104 includes the PC's voice, BGM and motion data for the PC. The game data obtained in step S104 also includes the allied NPC's voice, allied NPC's motion data, music set for the allied NPC, and data on specific effects such as buffs or debuffs corresponding to the music.

[0032] The processing unit 10, based on the acquired game data, places the PC, enemy NPCs, and friendly NPCs in their initial positions, outputs background music, and starts the battle (step S105).

[0033] The processing unit 10 determines whether or not the music set for the allied NPC in the battle that has started is currently playing (step S106). If it determines that the music for the allied NPC is currently playing (S106: YES), the processing unit 10 proceeds to step S109. If it determines that the music for the allied NPC is not currently playing (S106: NO), the processing unit 10 determines whether or not it has received a music playback command (step S107). If it determines that it has received a music playback command (S107: YES), the processing unit 10 starts playing the music according to the command (step S108) and proceeds to step S109. In step S108, the initial volume is set to zero because the volume will be adjusted by the processing described later. If multiple allied NPCs are selected, a specific piece of music corresponding to that combination may be selected and played.

[0034] If, in step S107, it is determined that music playback has not started but that no music playback command has been received (S107: NO), the processing unit 10 proceeds to step S109.

[0035] Processing unit 10 receives user input for the PC during battle and plays motions while moving the PC being controlled (step S109). Motions include attack motions, defensive motions, and movement motions (running, walking, or jumping).

[0036] The processing unit 10 calculates the distance between the position of the player character being controlled and the position of the friendly NPC (step S110). The distance calculated in step S110 is the distance on the coordinate system of the 3D battlefield and does not have to be the position on the screen. If the battlefield is 2D, or if it is a scrolling type battlefield, it may be the distance on the screen. In step S110, if multiple friendly NPCs are selected, the processing unit 10 calculates the distance to each of them. Based on the calculated distances, the processing unit 10 determines whether the player character being controlled by the user is within a predetermined range based on the position of the friendly NPC set for the friendly NPC (step S111). In step S111, if multiple friendly NPCs are selected, the processing unit 10 determines whether the player character is within one of the predetermined ranges or both predetermined ranges.

[0037] In this embodiment, the determination of whether the user-operated PC is within a predetermined range in the battlefield coordinates is made based on the distance between the user's PC's position and the friendly NPC's position. The determination of whether or not the PC is within a predetermined range is not limited to determining whether or not it is within a circular predetermined range from the friendly NPC's position based on distance. In step S111, the processing unit 10 may determine the predetermined range as a range on a plane or a three-dimensional range set based on the friendly NPC's position. The range on a plane may be a polygon such as a triangle or quadrilateral or an ellipse based on the friendly NPC's position. The range on a plane may be any shape, but it is defined so that the inside and outside can be determined by the PC's coordinates. The three-dimensional range may be a cube, cone or sphere based on the friendly NPC's position, or any three-dimensional shape, but it is defined so that the inside and outside can be determined by the PC's coordinates. The reference is not limited to the center or centroid of the polygon or three-dimensional shape, and the reference may be outside the predetermined range.

[0038] If, in step S111, the processing unit 10 determines that the user's controlled PC is within a predetermined range from the allied NPC (S111: YES), the processing unit 10 determines whether or not the music set for the allied NPC is playing (step S112). If it determines that music is playing (S112: YES), the processing unit 10 outputs the music from the audio output unit 14 at a volume corresponding to the distance calculated in step S110 (step S113). In step S113, the processing unit 10 adjusts the volume so that it is louder the shorter the distance and quieter the longer the distance. The processing unit 10 identifies the time since the music started playing (step S114) and applies the effect set for the allied NPC to the user's PC according to the identified time (step S115). The processing unit 10 returns to step S106 and continues processing until the battle ends.

[0039] In step S115, the time-dependent effects are generated in accordance with the lyrics, beat, melody, and / or key of the music. In step S115, the processing unit 10 may generate effects such as buffs and debuffs when the duration of each period in which lyrics evoking fire, water, thunder, etc. are sung falls within a predetermined range. The time-dependent effects may include those that visualize specific beats in the music and are generated only when an operation corresponding to the visualized beat is received by the operation unit 15. The time-dependent effects and the effects generated by operations corresponding to beats will be described later (see Figures 9, 14, and 15). The effects corresponding to key may change according to the key change, for example, a buff effect may occur during major key periods and a debuff effect during minor key periods.

[0040] If the processing unit 10 determines that music is not currently being played (S112: NO), it returns to step S106 without generating any effect and continues processing until the battle ends.

[0041] If the processing unit 10 determines in step S111 that the PC being controlled by the user is not within a predetermined range from the allied NPC (S111: NO), no new effects occur, and processing returns to step S106, continuing until the battle ends.

[0042] The processing procedure shown in Figures 4 and 5 will be explained with specific examples. Figures 6-11 are explanatory diagrams of effect activation from friendly NPCs. Figure 6 shows an example of the game screen 130. On the game screen 130, graphics of the user-controlled PC, friendly NPCs, and enemy NPCs are superimposed on a background corresponding to the selected 3D battlefield. In Figure 6, the symbol P indicates the position of the user's PC, the symbol Pb indicates the position of the friendly NPC, and the symbol Pe indicates the position of the enemy NPC. The game screen 130 includes a play button 131 as an operation interface for playing music corresponding to the friendly NPC. The play button 131 can be selected at any time while the user is operating on their PC. When the play button 131 is selected, the processing unit 10 starts playing the music set for the friendly NPC. However, the output of music from the audio output unit 14 is not performed unless the PC is within a predetermined range from the position Pb of the friendly NPC, and the BGM music set for the battlefield is output.

[0043] Figure 7 shows an example of the display when the play button 131 is selected in the game screen 130 shown in Figure 6. In Figure 7 as well, the symbol P indicates the position of the user's PC, the symbol Pb indicates the position of an allied NPC, and the symbol Pe indicates the position of an enemy NPC. In the game screen 130 of Figure 7, the play button 131 changes to the stop button 132, and a field F appears where the effects of the allied NPC occur. Field F is a circular shape within a predetermined distance L on the coordinates of the 3D battlefield, centered on the position Pb of the allied NPC. In the game screen 130 shown in Figure 7, the circular field F is projected as an ellipse.

[0044] Figure 7 shows the game screen 130 (scene t1) at time t1 after the play button 131 is selected at the top, and the game screen 130 in the subsequent scene t2 at the bottom. The position of the PC controlled by the user is indicated by the symbol Pt1 in scene t1 and by the symbol Pt2 in scene t2. In the example screen shown in Figure 7, the positions of the PCs controlled by the user, Pt1 and Pt2, remain unchanged from their predetermined positions at the bottom center, while the surrounding scenery and the field F of the friendly NPCs change. In Figure 7, the symbol Pb indicates the position of the friendly NPC, and the symbol Pe indicates the position of the friendly NPC.

[0045] In scene t1 at the top of Figure 7, the position Pt1 of the PC controlled by the user is not within a predetermined distance L from the position Pb of the friendly NPC. In contrast, in scene t2 shown at the bottom of Figure 7, the distance between the PC's position Pt2 and position Pb is shorter than the predetermined distance L, and the processing unit 10 determines that the PC's position Pt2 is within a predetermined range based on the friendly NPC's position Pb. As a result, in the game terminal device 1 in scene t2, the music set for the friendly NPC is output from the audio output unit 14. In scene t2 shown at the bottom of Figure 7, the music is output at a volume corresponding to the distance between the PC's position Pt2 and the friendly NPC's position Pb. It would be desirable to control the volume so that it increases as the distance to the friendly NPC decreases.

[0046] The effects occurring in field F shown in scene t1 at the top of Figure 7 and the effects occurring in field F shown in scene t2 differ depending on the time elapsed since the start of playback (see Figure 8). The range of field F should appear to change in pattern, color, and / or shape depending on the passage of time. These boundaries of field F and the visual changes in pattern, color, and / or shape may be visually discernible from outside field F. Figure 8 shows an example of field F changes. Figure 8 shows the visual differences of field F at different times since the start of playback. The top of Figure 8 shows game screen 130 (scene t3) at time t3, and the bottom shows game screen 130 in scene t4. In both scene t3 and scene t4, the user's PC is outside field F, but Figure 8 shows that the color or pattern of the field F range is different between field F in scene t3 and field F in scene t4, as indicated by the difference in hatching. In this way, the visual changes in the range visible from outside field F allow the user to understand the content of the effects that change over time and time to enter field F. Furthermore, when the effects vary depending on the time of day, users need to carefully time the start of music playback for allied NPCs in conjunction with their own PC's movement, which adds variety to how players can enjoy the game based on the P1 game app.

[0047] The effects that occur in Field F correspond to the allied NPCs located at the reference position, as described above. If there are multiple effects that an allied NPC can activate, that is, if multiple pieces of music are associated with the same character's allied NPC, the game screen 130 may accept a selection of which music (effect) to play when selecting the play button 131.

[0048] Figure 9 shows an example of the correspondence between the time elapsed since the start of music playback generated by an allied NPC and its effect. Figure 9 shows an example of the music playing and its corresponding effect in the game screen 130, where the user's PC is located within field F. The right side of Figure 9 shows that data identifying the content of the effect is stored in correspondence with the elapsed time since the start of playback. This data may be stored not only by the elapsed time since the start of playback, but also by the number of frames or beats from the start of playback, depending on the image output rate to the display unit 13. In the example in Figure 9, a song with the lyrics "Like a flame" is playing, indicating that the "fire attribute" has been strengthened. In the example of game screen 130 in Figure 9, the music being played has lyrics, and the lyrics text "Like a flame~" is displayed so that it can be seen from outside field F. It is desirable that the "lyrics" text, as shown in Figure 9, be displayed even when the user's PC is outside field F, if there are lyrics.

[0049] In the explanatory diagram of Figure 9, the content of the resulting effects is shown in text, but this is for illustrative purposes only. In the correspondence stored in the memory unit 11, the content of the effects is stored using identification data assigned to each effect. These correspondences are stored in the memory unit 11 or the memory unit 21 of the information processing device 2, according to the identification data of the music that can be selected by each allied NPC, and can be read from the processing unit 10.

[0050] In the correspondence shown on the right side of Figure 9, for example, from immediately after playback starts until 10 seconds later, it is set to "attack power buff," from 10 seconds to 20 seconds later, it is set to "healing," from 20 seconds to 30 seconds later, it is set to "no effect," and from 30 seconds to 40 seconds later, it is set to "defense power buff." In addition, if the music is a song with lyrics, the elapsed time from immediately after playback starts may be set to occur during the period corresponding to specific lyrics, so that an effect associated with the lyrics occurs. For example, in the song that starts playback, during the period when the lyrics evoke "fire" or "flame," it may be set to enhance (buff) "fire attribute" or "flame attribute" weapons, magic, or spells. In the example in Figure 9, from 1 minute and 0 seconds after the start of music playback for 10 seconds, music with the lyrics "like flame" is played, and if the PC enters field F as shown in Figure 6 or Figure 7 during that period, the enhancement of "flame attribute" weapons, magic, or spells is set for a predetermined period. This creates a need for the user to time their entry and exit from Field F, thereby improving the gameplay.

[0051] As shown in Figure 9, if different effects are set depending on the passage of time, only the effect corresponding to the last period within the period contained in field F, as shown in Figure 6 or Figure 7, may occur, i.e., the effect within field F may be overwritten, or all effects during the period contained in field F may occur.

[0052] The music will not be output from the audio output unit 14 unless the PC enters field F while the music is playing. Therefore, if there is no visual change as shown in Figure 8, it is difficult for the user to determine which effect to select based on the music that is actually output. For this reason, multiple ranges may be set within field F, and outside the range that is closer to the center, only music may be output and no effect may occur. Figure 10 shows an example in which multiple ranges are set within field F. Within field F in Figure 10, field G is shown by hatching. If music with lyrics is output from the audio output unit 14 from the moment the PC's position P enters field F by user operation, the user can determine when to enter field G while listening to the music. Depending on the content of the effect, the motion of the allied NPC may also be set to be different.

[0053] If multiple friendly NPCs are present on the battlefield, special music may be played depending on their combination. Figure 11 shows a game screen 130 when multiple friendly NPCs are present. The upper part of Figure 11 shows the game screen 130 (scene t5) at time t5, before the instruction to start music playback is given for each different friendly NPC, and the lower part of Figure 11 shows the game screen 130 in scene t6, after the instruction to start music playback has been given for all of them. In the game screen 130 of Figure 11, different friendly NPCs are positioned such that their respective fields F overlap each other, and the fields F of the friendly NPCs in scene t6 include an overlapping area OF.

[0054] As shown in the game screen 130 of scene t5, the processing unit 10 displays a play button 131 to instruct the friendly NPCs located at positions Pb1 and Pb2 to start playing music. In the game screen 130 at the top of Figure 11, a menu 133 is displayed so that special operations such as long-pressing, right-clicking, and flicking the play button 131 allow selection from multiple songs associated with the friendly NPC at position Pb1.

[0055] In the game screen 130 of scene t6, music corresponding to each different ally NPC has started playing, and field F has appeared. In the game screen 130 of scene t6, the PC controlled by the user is located within the overlapping area OF of the different ally NPCs' fields F. When the PC is located within the overlapping area OF, the music set for both ally NPCs is superimposed and output from the audio output unit 14. In this case, the music may be independent, but it may be adjusted so that the tempo or beat is synchronized and does not create dissonance. The start of music playback may be controlled simultaneously so that it harmonizes within the overlapping area OF. In addition, when the PC is located within the overlapping area OF, special music corresponding to the combination of different ally NPCs (not superimposed music for each ally NPC, but different music) may be played.

[0056] The playback of music corresponding to NPCs placed on the battlefield and the activation of effects corresponding to the music may be performed not only for friendly NPCs as described above, but also for enemy NPCs. Figures 12 and 13 are flowcharts showing an example of a game control procedure in the game system 100. The processing procedures shown in Figures 12 and 13 are processing procedures for effects by enemy NPCs, and are executed in parallel with the processing procedures shown in the flowcharts of Figures 4 and 5. For the processing procedures shown in Figures 12 and 13 that are common with the processing procedures shown in Figures 4 and 5, the same step numbers are used and detailed explanations are omitted.

[0057] When the processing unit 10 receives the selection of a target battle to start (S101), it obtains game data corresponding to the battlefield of the target battle from the information processing unit 2 (S103). Before the battle starts, the processing unit 10 determines the timing for playing music corresponding to the enemy NPC based on the game data of the enemy NPC obtained in step S103, according to the selected target battle (step S121). The playback timing may be at the start of the battle, after a predetermined time has elapsed since the start of the battle, when the user's PC enters a specific area within the battlefield, or when the distance between the user's PC and the enemy NPC falls below a predetermined distance.

[0058] After the battle begins (S105), the processing unit 10 determines whether or not the enemy NPC's music is currently playing (step S122). If it determines in step S122 that the music is playing (S122:YES), the processing unit 10 proceeds to step S109. If the processing unit 10 determines that the music is not playing (S122:NO), it determines whether or not the playback timing identified in step S121 has arrived (step S123).

[0059] If the processing unit determines that the timing for playback has arrived (S123: YES), the processing unit 10 starts playing the enemy NPC's music (step S124) and starts displaying graphics (emission objects) corresponding to the enemy NPC so that they appear intermittently from a set location within the battlefield (step S125). The graphics (emission objects) that start to be displayed in step S125 are depicted as ripples, flames, smoke, or orbs appearing intermittently and moving in a wave-like pattern. The location where the graphics appear may be the enemy NPC's location, a predetermined distance away from the enemy NPC's location, or a specific location within the battlefield (the location of an object such as a wall, door, rock, or statue).

[0060] If the processing unit 10 determines in step S123 that the playback timing has not yet arrived (S123: NO), it proceeds to step S109.

[0061] Processing unit 10 receives user input for the PC during battle and plays motions while moving the PC being controlled (S109).

[0062] The processing unit 10 determines whether the music set for the enemy NPC is currently playing, that is, whether the graphics are being displayed (step S126). If it determines that the music for the enemy NPC is currently playing and the graphics are being displayed (S126: YES), the processing unit 10 calculates the time until a predetermined timing occurs in the music that is currently playing (step S127).

[0063] The processing unit 10 further calculates the distance between the position of the PC being operated and the graphic that is appearing (step S128). Based on the time until a predetermined timing occurs in the music being played, the calculated distance, and the PC's movement speed, the processing unit 10 calculates the speed at which the closest graphic approaching the PC will reach the PC's position at the predetermined timing (step S129). The processing unit 10 moves the graphic at the calculated speed (step S130).

[0064] In step S129, the processing unit 10 calculates, for example, as follows: Assume that the time until a predetermined timing (beat) in the music being played is 600 milliseconds (36 frames if there are 60 frames per second). Assume that the calculated distance between the PC's position and the nearest approaching graphic is 4000 coordinates on the battlefield, and that the PC's movement speed is 5 (coordinates / millisecond) (= 84 coordinates per frame) at the same coordinates. In order for the distance of 4000 to become 0 after 600 milliseconds, the distance needs to decrease by approximately 6.7 coordinates per millisecond (= 111 coordinates per frame). Since the PC's movement speed is 5 (coordinates / millisecond), the processing unit 10 can calculate the graphic's speed to be approximately 1.6 (coordinates / millisecond) (= 28 coordinates per frame).

[0065] In step S126, if it is determined that the enemy NPC's music is not currently playing (S126: NO), the processing unit 10 returns the process to step S122. In this case, the effects of the enemy NPC's music are not activated, and the user's PC continues to move and its motions are played.

[0066] While moving the graphics, the processing unit 10 plays the music set for the enemy NPC and determines whether a predetermined timing has arrived (step S131). If it determines that the predetermined timing has not arrived (S131: NO), the processing unit 10 returns to step S122.

[0067] If the processing unit determines in step S131 that the predetermined timing has arrived (S131: YES), the graphics should have reached the user's PC. In this case, the processing unit 10 displays the graphics with a specific motion (step S132). Within a predetermined grace period (e.g., 2 frames) from the predetermined timing, the processing unit 10 determines whether or not it has received a predetermined operation from the user regarding the display of the specific graphics (step S133). In step S133, the processing unit 10 determines, for example, whether or not a so-called just parry (perfect parry) was performed. If the processing unit 10 determines that it has not received the predetermined operation (S133: NO), it returns to step S122.

[0068] If the processing unit 10 determines in step S133 that it has received a predetermined operation (S133: YES), it activates a specific effect, which is set to correspond to a predetermined timing (beat), on the enemy NPC or the user's PC (step S134), and returns the process to step S122. The specific effect activated in step S134 may be damage to the enemy NPC (reduction of health), activation of a PC's special ability, or parameter increase.

[0069] The processing procedure shown in Figures 12 and 13 will be explained with specific examples. Figures 14 and 15 are explanatory diagrams of effect activation from enemy NPCs. Figure 14 shows an example of game screen 130. In the game screen 130 shown in Figure 14, the graphics of the user-controlled PC and enemy NPCs are superimposed on a background corresponding to the selected 3D battlefield. In Figure 14, the symbol P indicates the position of the user's PC, and the symbol Pe indicates the position of the enemy NPC. Friendly NPCs may also be displayed. In the game screen 130 of Figure 14, a graphic 134 resembling a shock wave is further superimposed and displayed from the position Pe of the enemy NPC.

[0070] Figure 15 explains the adjustment of the speed of the shockwave graphic 134 shown in Figure 14, and the determination of whether a predetermined operation is performed when the graphic 134 reaches the user's PC position. Figure 15 shows the position of the shockwave graphic 134 between the user's PC and the enemy NPC at time t7, and the position of the shockwave graphic 134 between the user's PC and the enemy NPC at time t8. The graphics 134 are distinguished by the designations 134-1, 134-2, and 134-3 in order of proximity to the user's PC. The processing unit 10 of the game terminal device 1 calculates the distance L2 between the user's PC position P and the nearest graphic 134-1 approaching the PC, as shown in steps S128-S130 of the processing procedure shown in Figures 12 and 13, and adjusts the movement speed (extension speed) of graphics 134-1, 134-2, and 134-3 so that the distance L2 becomes exactly 0 (zero) in the time until a predetermined timing in the music being played arrives. Here, the predetermined timing is, for example, the timing when specific lyrics appear in the music currently playing for an enemy NPC. When the user performs a predetermined operation in accordance with this timing, it is preferable that an effect that makes the user feel exhilarated occurs, such as the output of a specific sound effect, vibration occurring in the control unit 15, or the display of a specific effect on graphic 134. Furthermore, only when the predetermined operation is performed, a battle effect occurs, such as the reduction of the enemy NPC's health (S134). As shown in Figures 14 and 15, by repeatedly performing the predetermined operation in response to graphics 134-1, 134-2, and 134-3 moving in sequence in accordance with the timing of the music, it is possible to improve the gameplay by creating so-called combos.

[0071] The game system 100 of this embodiment allows the user to utilize the effects derived from music corresponding to allied NPCs, thereby evoking a sense of unity or exhilaration with the music, and proposing a game in which the user must devise ways to use the music to clear the stage.

[0072] In the game system 100 of this embodiment, music is not output from the audio output unit 14 unless the PC enters field F while music playback has started. However, the system may be configured so that when the PC approaches field F, the music being played is output from the audio output unit 14 at a low volume.

[0073] In the game system 100 described above, the game terminal device 1 obtains data corresponding to the game in progress (background, foreground, and character motion data, etc.) from the information processing device 2 and displays the game screen to be displayed on the display unit 13 based on this data. However, the system is not limited to this, and the game application P1 may also be a program product for a dedicated game device that includes all the data for the game screen to be displayed on the display unit 13 and can run each game standalone.

[0074] The embodiments disclosed above are illustrative in all respects and not restrictive. The scope of the present invention is indicated by the claims, and all modifications within the meaning and scope equivalent to the claims are included. [Explanation of Symbols]

[0075] 100 Game Systems 1. Game terminal device 10 Processing Unit 11 Storage section 13 Display section 130 Game Screen P1 Game App (Computer Program)

Claims

1. Computers The game space displayed on the screen includes both the user-controlled character and NPCs (Non-Playable Characters) that are not controlled by the user. When the character is located within a predetermined range based on the NPC's position in the game space, music corresponding to the NPC is output from the audio output unit. While the aforementioned music is being output, the effects set for each elapsed time since the start of music playback are generated on the character operated by the user or in the game space. Game information processing methods.

2. Equipped with a display unit and an audio output unit, In the game space displayed on the aforementioned display unit, the user's character and non-controllable NPCs are placed. When the character is located within a predetermined range based on the NPC's position in the game space, music corresponding to the NPC is output from the audio output unit. While the aforementioned music is being output, the effects set for each elapsed time since the start of music playback are generated on the character operated by the user or in the game space. A game terminal device equipped with a processing unit that performs processing.

3. On the computer, The game space displayed on the screen includes the character controlled by the user and NPCs that are not controlled by the user. When the character is located within a predetermined range based on the NPC's position in the game space, music corresponding to the NPC is output from the audio output unit. While the aforementioned music is being output, the effects set for each elapsed time since the start of music playback are generated on the character operated by the user or in the game space. A computer program that executes a process.

Citation Information

Patent Citations

  • Program, information storage medium and game device

    JP2005334128A