Processing device, processing method, and program

The processing device and method dynamically adjust attack effects in games based on predefined reference values, enhancing immersion and entertainment by creating realistic and varied interactions.

JP7597958B1Active Publication Date: 2024-12-10CYGAMES INC
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Patent Information

Application Number
JP2024002390
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-11
Publication Date
2024-12-10
Estimated Expiration
2044-01-11

AI Technical Summary

Technical Problem

Existing game technologies lack effective methods to enhance immersion and entertainment through dynamic and realistic attack effects beyond simple stop or slow motion and vibration magnitude changes.

Method used

A processing device and method that determines the length of time and intensity of attack effects based on predefined reference values, allowing for dynamic changes in screen motion and object interactions, such as vibration and scaling, to create a more immersive gaming experience.

Benefits of technology

Enhances the sense of immersion and entertainment in games by providing realistic and varied attack effects that correspond to the nature of the attack, improving player engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Realizing new effects in games. [Solution] The processing device 10 of the present disclosure has a reception unit 11 that receives input from a player regarding the progress of the game, a game control unit 12 that progresses the game based on the input, a performance determination unit 132 that, when a first target in the game performs a first action, determines the content of a second performance to be performed on a specified target at least while the first performance is being performed based on duration information regarding the length of the first performance performed in response to the first action, and a performance control unit 133 that, when the first target performs the first action, performs the first performance and also performs a second performance on the specified target at least while the first performance is being performed.
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Description

[Technical field]

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

[0002] Techniques related to the present disclosure are disclosed in Patent Document 1 and Non-Patent Document 1.

[0003] Patent document 1 discloses a technology related to games, which discloses that the motion and movement restriction period of the attacked party are set for each type of attack (Fig. 2), and that the movement restriction period differs depending on the type of attack (Fig. 2, claim 9).

[0004] Non-Patent Document 1 discloses a game-related technology called hit stop, which stops the character's movement the moment an attack hits. Non-Patent Document 1 also discloses that during a hit stop, the side that was attacked vibrates more and the attacking side less, the magnitude of the vibration gradually weakens over time, the vibration occurs horizontally on the ground and vertically in the air, and the vibration increases the further the camera moves back. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2011-31050 A [Non-patent literature]

[0006] [Non-Patent Document 1] “Hit Stop”,[online],Last updated on August 26, 2021,Super Smash Bros. Wiki,[Searched on December 25, 2023],Internet,

[0007] <URL:https: / / smashwiki.info / %E3%83%92%E3%83%83%E3%83%88%E3%82%B9%E3%83%88%E3%83%83%E3%83%97> Summary of the Invention [Problem to be solved by the invention]

[0008] During a game, a widely used effect is to stop or move in slow motion the characters in the game, the entire screen, or part of the screen, etc. One such effect is to stop or move in slow motion the movement of at least one of the attacking character and the attacked character in response to an attack by a character.

[0009] In addition to these effects, as in the technology disclosed in Non-Patent Document 1, by adding additional effects such as vibrating the character, it is possible to improve the immersiveness and entertainment value of the game. However, the specific content of the additional effects disclosed in Non-Patent Document 1 is "vibrating the attacked side more violently and the attacking side less violently," "the vibration intensity gradually weakens over time," "vibrating horizontally on the ground and vertically in the air," and "vibrating more as the camera moves further back," leaving room for further improvement.

[0010] In view of the above-mentioned problems, one example of an objective of the present disclosure is to provide a processing device, a processing method, and a program that realize new effects in games. [Means for solving the problem]

[0011] According to the present disclosure, Computer, a receiving means for receiving input from a player regarding the progress of the game; a game control means for progressing the game based on the input; an effect determination means for determining, when a first target in the game performs a first action, content of a second effect to be performed on a predetermined target at least while the first effect is being performed, based on time length information regarding a length of time of a first effect performed in response to the first action; a performance control means for performing the first performance when the first target performs the first action, and for performing the second performance for the predetermined target at least while the first performance is being performed; A program is provided to function as a

[0012] Further, according to the present disclosure, a reception unit for receiving input from a player regarding the progress of the game; a game control unit that progresses the game based on the input; a performance determination unit that, when a first target in the game performs a first action, determines the content of a second performance to be performed on a predetermined target at least while the first performance is being performed, based on time length information regarding the length of a first performance performed in response to the first action; a performance control unit that, when the first target performs the first action, performs the first performance and, at least while the first performance is being performed, performs the second performance for the predetermined target; A processing apparatus is provided having:

[0013] Further, according to the present disclosure, One or more computers Accepting input from a player regarding the progress of the game; progressing the game based on the input; when a first target in the game performs a first action, determining the content of a second effect to be performed on a predetermined target at least while the first effect is being performed based on time length information regarding the length of time of a first effect performed in response to the first action; A processing method is provided in which, when the first target performs the first action, the first performance is performed and, at least while the first performance is being performed, the second performance is performed for the specified target. Effect of the Invention

[0014] According to one aspect of the present disclosure, a processing device, a processing method, and a program are provided that realize new effects in a game. [Brief description of the drawings]

[0015] [Figure 1] FIG. 2 is a diagram illustrating an example of a hardware configuration of a processing device according to the present disclosure. [Diagram 2] FIG. 2 illustrates an example of a functional block diagram of a processing device according to the present disclosure. [Diagram 3] FIG. 2 is a diagram illustrating an example of information processed by a processing device according to the present disclosure. [Figure 4] A figure for explaining an example of a second representation according to the present disclosure. [Diagram 5] 11 is a diagram for explaining an example of a process for determining the content of a second representation according to the present disclosure. FIG. [Figure 6] 1 is a flowchart illustrating an example of a processing flow of a processing device according to the present disclosure. [Figure 7] FIG. 13 is a diagram showing an example of a game screen according to the present disclosure. [Figure 8] 13 is a flowchart showing another example of the processing flow of the processing device according to the present disclosure. [Figure 9] 13 is a flowchart showing another example of the processing flow of the processing device according to the present disclosure. [Figure 10] 13 is a flowchart showing another example of the processing flow of the processing device according to the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In the present disclosure, the drawings relate to one or more embodiments. In all the drawings, similar components are denoted by similar reference numerals, and descriptions thereof will be omitted as appropriate.

[0017] <<First embodiment>> <Summary> First, an overview of the processing executed by the processing device of this embodiment will be described. The processing device of this embodiment performs a first performance in response to a first action by an object in the game while the game is in progress. Then, the processing device further performs a second performance for a predetermined object at least while the first performance is being performed.

[0018] In this embodiment, the first action, the first effect, the predetermined target, and the second effect are as follows. Modifications of these will be described below.

[0019] "First Action": Attack "First effect": Stop or put into slow motion at least one of the following: the movement of the target performing the attack, the movement of the target being attacked, the entire screen, or part of the screen "Specified target": at least one of the target who carried out the attack and the target who was attacked "Second performance": at least one of making a predetermined target perform a predetermined action (such as vibrating or leaning in one direction) and making a predetermined target repeatedly expand and contract

[0020] The processing device then changes the content of the second performance, specifically the magnitude of the second performance, more specifically the magnitude of the predetermined movement (vibration width (amplitude), tilt magnitude) and the magnitude of the change in enlargement / reduction (enlargement rate, reduction rate) based on the time length information regarding the length of the first performance. The configuration of such a processing device will be described in detail below.

[0021] <Hardware configuration> An example of the hardware configuration of the processing device will be described. Each functional unit of the processing device is realized by any combination of hardware and software. Those skilled in the art will understand that there are various variations in the realization method and device. The software includes programs that are stored in the device before it is shipped, and programs downloaded from recording media such as CDs (Compact Discs) and servers on the Internet.

[0022] Fig. 1 is a block diagram illustrating a hardware configuration of a processing device. As shown in Fig. 1, the processing device has a processor 1A, a memory 2A, an input / output interface 3A, a peripheral circuit 4A, and a bus 5A. The peripheral circuit 4A includes various modules. The processing device does not have to have the peripheral circuit 4A. The processing device may be composed of multiple devices that are physically and / or logically separated. In this case, each of the multiple devices can have the above hardware configuration.

[0023] The bus 5A is a data transmission path for the processor 1A, the memory 2A, the peripheral circuit 4A, and the input / output interface 3A to transmit and receive data to each other. The processor 1A is, for example, a central processing unit (CPU) or a graphics processing unit (GPU). The memory 2A is, for example, a random access memory (RAM) or a read only memory (ROM). The input / output interface 3A includes an interface for acquiring information from an input device, an external device, an external server, an external sensor, a camera, etc., and an interface for outputting information to an output device, an external device, an external server, etc. The input / output interface 3A also includes an interface for connecting to a communication network such as the Internet. The input device is, for example, a keyboard, a mouse, a microphone, a physical button, a touch panel, a controller dedicated to a game machine, etc. The output device is, for example, a display, a projection device, a speaker, a printer, a mailer, etc. The processor 1A can issue commands to each module and perform calculations based on the results of those calculations.

[0024] <Functional configuration> An example of the functional configuration of the processing device will be described. An example of a functional block diagram of the processing device 10 is shown in Fig. 2. As shown in the figure, the processing device 10 has a reception unit 11, a game control unit 12, and a game screen control unit 13. The game screen control unit 13 has a performance time determination unit 131, a performance determination unit 132, and a performance control unit 133.

[0025] The processing device 10 of this embodiment is a terminal device operated by a player. Examples of the terminal device include, but are not limited to, a game machine, a smartphone, a tablet terminal, a personal computer, and a mobile phone. By installing a predetermined program in the processing device 10 or inserting a predetermined game software (program), the above-mentioned functional units are realized in the processing device 10.

[0026] The reception unit 11 receives input related to the progress of the game from the player. The reception unit 11 receives the input via an input device included in the processing device 10.

[0027] The receiving unit 11 can receive an input for operating an object operated by a player (hereinafter, may be referred to as an "operation object"), for example, an input for making the operation object perform a desired action.

[0028] The actions that can be performed by the operation target are set in advance for each game. The game of this embodiment is a game in which the operation target fights. In such a game, various attacks may be set as the actions that can be performed by the operation target. In addition, other actions such as movement, jumping, and defense may be set as the actions that can be performed by the operation target.

[0029] An "object" is an object that is operated by a player or a computer. The object may be, for example, a character, an avatar, a vehicle (two-wheeled vehicle, four-wheeled vehicle, large vehicle, ship, aircraft, tank, fighter plane, etc.), or other object, but is not limited to these.

[0030] An "operable object" is at least one of the objects that appear in the game, and is the object that is operated by the player.

[0031] An "other object" is at least one of the objects that appear in the game and is an object that is controlled by another player or a computer.

[0032] The game control unit 12 progresses the game based on the input received by the reception unit 11 from the player.

[0033] For example, the game control unit 12 causes the operation target to execute an action corresponding to an input from the player. Based on the input from the player, the game control unit 12 can cause the operation target to attack, to perform an attack of a type designated by the player, to move the operation target, to jump, or to defend.

[0034] Furthermore, the game control unit 12 causes other targets to execute actions determined by input from other players or by control by the computer. The other targets can also execute the same actions as the operated target.

[0035] The game control unit 12 then executes various processes related to the progress of the game, such as attack determination and updating of state parameters (hit points, etc.) of each target.

[0036] The above-mentioned game control by the game control unit 12 can be realized by using any well-known technology.

[0037] The game screen control unit 13 controls the display contents of the game screen in accordance with the control of the game by the game control unit 12. The game screen is output to an output device of the processing device 10. An operation target, other targets, etc. are displayed on the game screen.

[0038] For example, a motion to be performed on the game screen when performing each action is set in advance for each target. The motion indicates a change in the appearance of the target over time, such as a body movement, a facial expression movement, or a body movement of a vehicle or the like. When a target performs a certain action in response to the control by the game control unit 12, the game screen control unit 13 reads out a motion corresponding to the action of the target based on the above settings, and makes the target perform the motion on the game screen. In addition, the game screen control unit 13 may change the position, orientation, etc. of the target on the game screen in response to the control by the game control unit 12.

[0039] Moreover, the game screen control unit 13 has a presentation time determination unit 131, a presentation determination unit 132, and a presentation control unit 133. These functional units can provide a special presentation on the game screen when a certain target performs a first action. This will be described in detail below.

[0040] When a certain target performs a first action, the performance time determination unit 131 determines the length of time of the first performance performed in response to the first action. Hereinafter, the target performing the first action is referred to as the "first target." The first target may be an operation target or another target.

[0041] As described above, in this embodiment, the first action and the first performance are as follows. "First Action": Attack "First effect": Stop or put into slow motion at least one of the following: the movement of the target performing the attack, the movement of the target being attacked, the entire screen, or part of the screen

[0042] The first effect is an effect called a hit stop, a hit throw, a hit delay, etc. "The whole screen" may refer to all the objects displayed on the screen, or may refer to the whole game space photographed by a virtual camera. "A part of the screen" may refer to a part of all the objects displayed on the screen, or may refer to a part of the whole game space photographed by a virtual camera. The length of time of the first effect can be determined in various ways. An example will be described below.

[0043] In one example, a reference value for the duration of the first effect is preset for each type of attack of each target. Then, when the first target performs a first attack, the effect duration determination unit 131 determines the actual duration of the first effect by calculation based on the reference value associated with the first attack of the first target and other parameters.

[0044] In other words, in this example, the reference value does not directly become the actual length of the first performance, but the actual length of the first performance is determined by a calculation based on the reference value and other parameters.

[0045] In this example, the game designer sets a standard value in advance for each type of attack for each target. For example, a relatively long standard value is set in association with a heavy blow, more specifically, an attack that is perceived as powerful because of the size and flashiness of the motion. A relatively short standard value is set in association with a light blow, more specifically, an attack that is perceived as weak because of the smallness and simplicity of the motion, for example, attacks that are performed in quick succession.

[0046] An example of this setting is shown in Fig. 3. In the example shown, a character ID (identifier), an attack ID, a reference value for the length of time of the first effect, and an attack power are linked to one another.

[0047] "Character ID" is information that identifies game characters (subjects) from each other.

[0048] The "attack ID" is information that distinguishes between multiple types of attacks. A character may be able to perform one type of attack, or may be able to perform multiple types of attacks.

[0049] The "reference value of the duration of the first effect" indicates the duration. The reference value is, for example, about a few seconds. For example, a relatively long reference value is set in association with a heavy blow, and a relatively short reference value is set in association with a light blow.

[0050] "Attack power" indicates the strength of each attack. For example, a relatively large attack power is set in association with a heavy blow, and a relatively small attack power is set in association with a light blow. For example, based on such attack power, the game control unit 12 may perform an attack judgment (determining whether or not damage has been inflicted, the amount of damage inflicted, etc.).

[0051] The "other parameters" used in calculating the actual duration of the first rendition may include various parameters. For example, the other parameters may include at least one of the following:

[0052] Attack result (the amount of damage inflicted by the first target on the opponent) Parameters (hit points, etc.) indicating the current state of the first target (the target on which the attack was performed) - Parameters that indicate the state of the target at the time of the attack (hit points, etc.) -Various parameters of the target being attacked (defense power, etc.)

[0053] The performance time determination unit 131 can calculate the actual length of time of the first performance from the reference value and other parameters using a calculation model such as a function or table that is generated in advance.

[0054] It should be noted that the method for determining the actual duration of the first effect described here is merely one example, and the actual duration of the first effect may be determined by other methods.

[0055] Returning to Figure 2, when a first target performs a first action, the performance determination unit 132 determines the content of a second performance to be performed on a specified target at least while the first performance is being performed, based on duration information regarding the length of time of the first performance performed in response to the first action.

[0056] As described above, in this embodiment, the specified target and the second effect are as follows. "Specified target": at least one of the target that carried out the attack (first target) and the target that was attacked "Second performance": at least one of making a predetermined target perform a predetermined action (such as vibrating or leaning in one direction) and making a predetermined target repeatedly expand and contract

[0057] The predetermined motion includes various motions capable of producing a feeling of a hit of an attack, etc. An example of the predetermined motion is vibration, but is not limited to this, and may be other motions such as leaning in one direction. Vibration is repeated small, quick movements of an object on the game screen in the left and right directions, as shown in FIG. 4. In the example of FIG. 4, the character at position P1 is vibrated with an amplitude (vibration width) of m. Note that the direction of vibration is not limited to the left and right directions, and may be other directions. This second effect can further enhance the feeling of a hit of an attack.

[0058] Scaling refers to repeatedly and quickly increasing or decreasing the size of an object on the game screen. This type of secondary effect can enhance the feeling of a hit attack.

[0059] It should be noted that while a predetermined action (vibration, leaning in one direction, etc.) or zooming in and out is being performed, the apparent position of the target on the game screen (the area displaying the target) fluctuates (P1 to P3 in FIG. 4). However, the position of the target in the game space managed by the processing device 10 does not need to be changed (for example, fixed at P1 in FIG. 4). In this way, even if the target repeats a predetermined action (vibration, leaning in one direction, etc.) or zooming in and out, causing the apparent position of the target on the game screen to fluctuate, the position of the target used for attack judgment, etc. can be fixed, and the judgment result can be prevented from fluctuating.

[0060] Next, the "duration information" used to determine the content of the second effect will be described. The duration information in this embodiment is the above-mentioned "reference value of the duration of the first effect." When the first target performs a first attack, the effect determination unit 132 refers to preset information such as that shown in FIG. 3, and reads out a preset reference value linked to the first attack of the first target as duration information.

[0061] As will be described in the following modified example, the above-mentioned "actual length of time of the first performance calculated by calculation based on the reference value and other parameters" can also be used as the duration information. However, the duration information in this embodiment is not the "actual length of time of the first performance calculated by calculation based on the reference value and other parameters" but rather the "reference value of the duration of the first performance." The effect of using the "reference value of the duration of the first performance" rather than the "actual length of time of the first performance calculated by calculation based on the reference value and other parameters" will be described later.

[0062] Next, the "process of determining the content of the second effect based on the time length information" will be described.

[0063] The second performance in this embodiment is at least one of causing a specified target (at least one of the target that performed the attack and the target that was attacked) to perform a specified action (vibration, leaning in one direction, etc.) and repeatedly enlarging and reducing the specified target.

[0064] The performance determination unit 132 makes a decision related to the magnitude of the second performance as a process for determining the content of the second performance. For example, the performance determination unit 132 makes a decision related to the magnitude (such as the amplitude of the vibration or the magnitude of the tilt) of a predetermined motion (such as vibration, leaning in one direction) of a predetermined target based on the time length information. In addition, for example, the performance determination unit 132 makes a decision related to the magnitude of change in the enlargement or reduction of a predetermined target based on the time length information. The performance determination unit 132 can make a decision related to at least one of the magnitude (such as the amplitude of the vibration or the magnitude of the tilt) of a predetermined motion (such as vibration, leaning in one direction) of a predetermined target and the magnitude of change in the enlargement or reduction based on the time length information.

[0065] The longer the time length indicated by the time length information, the larger the second performance can be made by the performance determination unit 132. Also, the longer the time length indicated by the time length information, the larger the magnitude (such as the width of the vibration or the magnitude of the tilt) of a predetermined motion (such as vibration or tilt in one direction) of a predetermined target can be made by the performance determination unit 132. Also, the longer the time length indicated by the time length information, the larger the magnitude of the change in the enlargement or reduction of the predetermined target can be made by the performance determination unit 132.

[0066] Here, the "decision related to the size of the second effect", that is, the "decision related to a specific action (vibration, leaning in one direction, etc.)" and the "decision related to enlargement / reduction" will be explained.

[0067] There are various methods for controlling the magnitude (such as the amplitude of vibration or the magnitude of tilt) of a predetermined motion (such as vibration or tilt in one direction) of a target on a game screen or the magnitude of change in scaling, and the following example is conceivable. In one example, a motion of the second effect (such as a vibration motion, tilt motion, or scaling motion) is generated in advance for each target. Then, when performing the second effect, the game screen control unit 13 adds the motion of the second effect to the motion of the target being played on the game screen and plays it, thereby making it possible to make the target perform the motion of the second effect on the game screen. In this example, the magnitude of the second effect can be controlled by controlling the ratio at which the motion of the second effect is added. The larger the ratio at which the motion of the second effect is added, the larger the second effect (the larger the magnitude of change in amplitude, tilt, or scaling).

[0068] In this example, the effect determination unit 132 determines the addition rate of the motion of the second effect as a determination related to the magnitude of the second effect. The effect determination unit 132 can determine a larger addition rate as the length of time indicated by the time length information is longer.

[0069] An example of a technique for determining an addition rate for the motion of the second effect from the time length information will be described with reference to FIG.

[0070] In the example of Fig. 5, the minimum value of the time indicated by the time length information is t0 and the maximum value is t3. t0 is a value of 0 or greater. The minimum value of the addition rate is a0 and the maximum value is a1. a0 is a value of 0 or greater.

[0071] 5, when the length of time indicated by the time length information is equal to or greater than t0 and equal to or less than t1, the performance determination unit 132 determines the addition rate a0. When the length of time indicated by the time length information is equal to or greater than t2 and equal to or less than t3, the performance determination unit 132 determines the addition rate a1.

[0072] When the length of time indicated by the time length information is greater than t1 and less than t2, the performance determination unit 132 determines a value between greater than a0 and less than a1 using a predetermined calculation method. In this case, the performance determination unit 132 can calculate the addition rate from the length of time indicated by the time length information using a calculation model such as a function or table prepared in advance. The calculation model may have various contents as long as the addition rate increases as the length of time indicated by the time length information increases. An example of this calculation model is a linear function, but is not limited to this.

[0073] The various parameters (t0 to t1, a0 and a1) shown in Fig. 5 may be set for each target. Also, the various parameters shown in Fig. 5 may be set for each attack of each target.

[0074] The method shown in Fig. 5 is merely an example and is not limited thereto. For example, in all sections of the time length indicated by the time length information (sections from t0 to t3 in Fig. 5), the size of the second effect may be determined by the above-mentioned process "when the time length indicated by the time length information is greater than t1 and less than t2".

[0075] In another example of a method for controlling the magnitude (such as the amplitude of vibration or the magnitude of tilt) of a predetermined motion (such as vibration or tilting in one direction) of an object on a game screen or the magnitude of change in scaling, multiple variations are generated in advance for each object as the motion of the second effect. The multiple variations differ from each other in the magnitude (such as amplitude, tilt, scaling) of the second effect.

[0076] When performing the second effect, the game screen control unit 13 plays the motion of the second effect instead of the motion of the target being played on the game screen, thereby making it possible for the target to perform the motion of the second effect on the game screen. In this example, the game screen control unit 13 can control the size of the second effect by selecting and playing a predetermined variation from a plurality of variations in which the size of the second effect differs from each other.

[0077] In this example, the performance determination unit 132 determines the magnitude (such as the amplitude of vibration or the magnitude of tilt) of a predetermined motion (vibration, leaning in one direction, etc.) and the magnitude of scaling as a decision related to the magnitude of the second performance. Then, the performance determination unit 132 can select a variation that corresponds to the magnitude (such as the amplitude of vibration or the magnitude of tilt) of the determined predetermined motion (vibration, leaning in one direction, etc.) and the magnitude of scaling from among multiple variations of the motion of the second performance, and play it.

[0078] The performance determination unit 132 can determine a larger predetermined motion (larger amplitude, larger inclination, etc.) as the length of time indicated by the time length information is longer. Also, the performance determination unit 132 can determine a larger scale-up / down as the length of time indicated by the time length information is longer. The performance determination unit 132 can determine the magnitude (width of vibration, magnitude of inclination, etc.) of the predetermined motion (vibration, leaning in one direction, etc.) and the magnitude of scale-up / down in a similar manner to the determination of the addition ratio described above. In one example, the magnitude of the second performance in FIG. 5 can be replaced with the magnitude (width of vibration, magnitude of inclination, etc.) of the predetermined motion (vibration, leaning in one direction, etc.) and the magnitude of scale-up / down, and the magnitude (width of vibration, magnitude of inclination, etc.) of the predetermined motion (vibration, leaning in one direction, etc.) and the magnitude of scale-up / down can be determined in a similar manner to the determination of the addition ratio described above.

[0079] As described above, when a first target performs an attack, the performance determination unit 132 can determine the content of a second performance to be performed on a specific target at least while the first performance is being performed, based on a reference value (duration information) corresponding to the type of attack performed by the first target.

[0080] Returning to FIG. 2, the performance control unit 133 controls the performance on the game screen. The performance control unit 133 causes the determined performance to be performed on the game screen. For example, when the first target performs a first action, the performance control unit 133 causes the first performance to be performed on the game screen, and causes the second performance to be performed on the predetermined target at least while the first performance is being performed. The performance control unit 133 may cause the second performance to be performed on the predetermined target while the first performance is not being performed, in addition to while the first performance is being performed. For example, the performance control unit 133 may cause the second performance to be performed on the predetermined target while the first performance is being performed, and may cause the second performance to be performed on the predetermined target continuously even after the first performance has ended.

[0081] For example, when a first target performs an attack (first action), the performance control unit 133 accordingly performs a first performance for the length of time of the first performance determined by the performance time determination unit 131. Specifically, the performance control unit 133 stops or puts into slow motion at least one of the target that performed the attack (first target), the target that was attacked, the entire screen, and a part of the screen for the length of time of the first performance determined by the performance time determination unit 131.

[0082] Then, at least while the above-mentioned first performance is being performed, the performance control unit 133 causes a second performance to be performed on the predetermined target with the content determined by the performance determination unit 132. Specifically, the performance control unit 133 causes at least one of the target that performed the attack (first target) and the target that was attacked (predetermined target) to perform a predetermined action (vibration, leaning in one direction, etc.) or to be enlarged or reduced with the magnitude (amplitude or magnitude of enlargement or reduction) of the second performance determined by the performance determination unit 132.

[0083] In addition, when the first target performs an attack (first action), if the attack (first action) satisfies a predetermined condition, the performance control unit 133 may cause a first performance and a second performance to be performed on the game screen. Examples of the predetermined condition include, but are not limited to, "inflicting damage on the opponent with that attack" and "inflicting damage of a predetermined value or more on the opponent with that attack."

[0084] Next, an example of the flow of the process executed by the processing device 10 will be described with reference to the flowchart of Fig. 6. Note that the purpose here is to explain the flow of the process. Since the details of each process have been described above, they will be omitted here as appropriate.

[0085] In addition to the processing of the flowchart of Fig. 6, the processing device 10 executes a process of receiving inputs from the player regarding the progress of the game, progressing the game based on the inputs, and controlling the display of the game screen. While executing this process, the processing device 10 can execute the processing of the flowchart of Fig. 6.

[0086] First, the processing device 10 waits for an attack (first action) from a target (hereinafter, "first target") (S10).

[0087] When the first action is performed (Yes in S10), the processing device 10 refers to information such as that shown in FIG. 3 and identifies a reference value for the length of time of the first performance corresponding to the type of attack of the first target (S11).

[0088] Next, the processing device 10 determines the content of the second effect based on the specified reference value (S12). Specifically, the processing device 10 makes a determination related to the magnitude of the second effect (the magnitude of a predetermined motion (vibration, leaning in one direction, etc.) (such as the amplitude of vibration or the magnitude of leaning) and the magnitude of change in enlargement or reduction). For example, the processing device 10 may determine the addition rate of the motion of the second effect based on the specified reference value (duration information).

[0089] Furthermore, the processing device 10 determines the actual duration of the first representation based on the specified reference value and other parameters (S13).

[0090] The order of steps S12 and S13 is not particularly limited. Steps S12 and S13 may be performed in parallel as shown in Fig. 6, or one step may be performed after the other step.

[0091] Thereafter, the processing device 10 causes a first performance to be performed for a determined length of time after the first target has performed an attack, and also causes a second performance to be performed against a specified target at least while the first performance is being performed (S14).

[0092] That is, when the first target performs an attack, the processing device 10 accordingly performs the first performance for the duration of the first performance determined in S13. Specifically, the processing device 10 stops or puts into slow motion at least one of the target performing the attack (first target), the target being attacked, the entire screen, and a part of the screen for the actual duration of the first performance determined in S13.

[0093] Then, the processing device 10 performs a second performance on the predetermined target with the content determined in S12 at least while the above-mentioned first performance is being performed. Specifically, the processing device 10 causes at least one of the target that performed the attack (first target) and the target that was attacked (predetermined target) to perform a predetermined action (vibration, leaning in one direction, etc.) or to scale with the predetermined magnitude of the second performance (amplitude or magnitude of scale) based on the content determined in S12.

[0094] Then, the processing device 10 repeats the same process.

[0095] <Action and effect> The processing device 10 of the present embodiment can perform a first effect in response to a first action by a first target, and can also perform a second effect at least while the first effect is being performed. The processing device 10 that performs the second effect in addition to the first effect in this way can enhance the effect of the effect, and can further improve the immersive feeling and entertainment value of the game.

[0096] In addition, the processing device 10 of this embodiment can determine the content of the second effect based on "time length information on the length of the first effect", specifically, "a reference value of the length of the first effect". The "reference value of the length of the first effect" is a value set in advance according to the content of the attack. For example, a relatively long reference value is set in association with a heavy blow, and a relatively short reference value is set in association with a light blow. By determining the content of the second effect based on such a reference value, the content of the second effect can be made to correspond to the content of the attack. For example, the second effect can be made relatively large when a heavy blow is made, and the second effect can be made relatively small when a light blow is made. By making the content of the second effect correspond to the content of the attack in this way, the immersion in the game, entertainment value, and the like can be further improved. In addition, by making the content of the second effect different depending on the attack, the player can feel the feeling of the attack more realistically.

[0097] Incidentally, in terms of the "length of the first performance", there is also the "actual length of the first performance calculated by calculation based on the reference value and other parameters". However, the "actual length of the first performance calculated by calculation based on the reference value and other parameters" includes the influence of the reference value, but also the influence of other parameters. Although such "actual length of the first performance calculated by calculation based on the reference value and other parameters" is a value that corresponds to the content of the attack to some extent, the reflection degree of the content of the attack is smaller than that of the reference value. The processing device 10 of this embodiment determines the content of the second performance based on the "reference value of the length of the first performance" rather than the "actual length of the first performance calculated by calculation based on the reference value and other parameters", and can determine the content of the second performance that better reflects the content of the attack.

[0098] Furthermore, in terms of "parameters according to the content of the attack", there are also the attack power of various attacks in addition to the "length of time of the first performance". However, parameters that affect the progress of the game, such as attack power, may change during the development stage of the game or during the stage of adjusting the game's characteristics after release. For example, the game designer appropriately modifies and optimizes the strength (attack power) of each target in order to further improve the game characteristics. In such modifications, for example, targets that are too strong may be made slightly weaker, or targets that are too weak may be made slightly stronger, optimizing the balance of strength between targets so that players can enjoy the game more.

[0099] If such a relatively highly variable parameter is used to determine the content of the second effect, the content of the second effect will also change according to the modification of the parameter. However, there are cases where the change in the effect is undesirable. For example, if the effect is changed after the release, the player may notice the change because the change in the effect is visual.

[0100] On the other hand, the "reference value of the duration of the first effect", which is merely a parameter related to the game's effects, does not need to be modified or optimized to improve game playability. If such a parameter with relatively low variability is used to determine the content of the second effect, the variability of the content of the second effect can also be reduced.

[0101] In this way, the processing device 10 of this embodiment determines the content of the second performance using a parameter (a reference value for the length of time of the first performance) which is a "parameter related to the performance" with relatively low variability, which is set for each target or each attack on the target and whose content corresponds to the content of the attack, thereby realizing the content of the second performance to correspond to the content of the attack while suppressing the inconvenience of high variability in the content of the second performance.

[0102] <<Second embodiment>> In the game of this embodiment, multiple targets including the target operated by the player can execute the first action. For example, multiple targets exist on the game screen, and the multiple targets can execute attacks on the same target. In such a situation, the processing device 10 has a function of adjusting the content of the second performance according to which target has executed the attack. This will be described in detail below.

[0103] First, the game of this embodiment will be described. In the game of this embodiment, a plurality of objects including an operation object operated by a player appear on the game screen.

[0104] An example of a game screen of this embodiment is shown in Fig. 7. In the example of Fig. 7, an object C1 is an operation object, and an object C2 is an object other than the operation object. Note that, although the number of operation objects is one in the figure, the number of operation objects may be two or more. For example, when multiple controllers are connected to the processing device 10, multiple objects operated by inputs to each controller become operation objects.

[0105] The object C2 may be operated by another player or may be operated by a computer. The other player here is a player who is playing a game by operating another processing device 10. For example, there is an online game in which a plurality of processing devices 10 are connected online and a plurality of players enjoy the game at the same time. In a game screen generated and displayed by a processing device 10 operated by a certain player, the object A operated by that player via that processing device 10 is an object to be operated. And, in a game screen generated and displayed by another processing device 10 operated by another player, that object A is an object other than an object to be operated.

[0106] In the example of FIG. 7, a plurality of targets including a target C1 (operation target) and a target C2 (target other than the operation target) can execute an attack (first action) on the same target EC.

[0107] In this way, when multiple targets perform a first action, a collision of second effects may occur, in which multiple second effects corresponding to the first actions of the multiple targets occur at the same time. The contents of the second effects may differ from each other. For example, the sizes of the second effects may differ from each other. Since multiple second effects with different contents cannot be performed simultaneously on the game screen, some kind of adjustment is required.

[0108] When such a collision of second effects occurs, the effect control unit 133 adjusts the content of the second effects on the game screen based on "whether or not each of the simultaneously occurring second effects is generated based on an attack (first action) of the target of operation." Some examples of adjustment will be described below.

[0109] "Adjustment Example 1" In adjustment example 1, when a second effect based on an attack (first action) of the target to be operated and a second effect based on an attack (first action) of a target other than the target to be operated occur simultaneously, the effect control unit 133 prioritizes the second effect based on the attack (first action) of the target to be operated.

[0110] In this example, even if a second effect based on an attack (first action) of a target other than the target being operated occurs while a second effect based on an attack (first action) of the target being operated is being performed, the effect control unit 133 continues the second effect based on the attack (first action) of the target being operated on the game screen.

[0111] Then, when a second effect based on an attack (first action) of the controlled object occurs while a second effect based on an attack (first action) of an object other than the controlled object is being performed, the effect control unit 133 switches to the second effect based on the attack (first action) of the controlled object on the game screen.

[0112] "Adjustment Example 2" In adjustment example 2, when a second effect based on an attack (first action) of the operation target and a second effect based on an attack (first action) of a target other than the operation target occur simultaneously, the effect control unit 133 in principle prioritizes the second effect based on the attack (first action) of the operation target, and prioritizes the second effect based on the attack (first action) of a target other than the operation target only when a certain condition is satisfied.

[0113] The condition is one of the following: The magnitude of the second effect based on an attack (first action) on a target other than the controlled target is equal to or greater than the first threshold. The magnitude of the second effect based on an attack (first action) of a target other than the target of operation is equal to or greater than the first threshold, and the magnitude of the second effect based on the attack (first action) of the target of operation is less than the second threshold. The size of the second effect based on the controlled target's attack (first action) is smaller than the size of the second effect based on the controlled target's attack (first action) The size of the second effect based on the attack (first action) of the controlled target is smaller than a predetermined ratio of the size of the second effect based on the attack (first action) of a target other than the controlled target.

[0114] The magnitude of the effect is expressed as a numerical value such as "the ratio of the addition of the motion of the second effect" explained in the first embodiment, "the magnitude of a predetermined motion (vibration, leaning in one direction, etc.) (such as the amplitude of the vibration or the magnitude of the tilt)" or "the magnitude of the change in the enlargement or reduction (enlargement rate, reduction rate)". The first threshold, second threshold, and predetermined rate in the above conditions are values ​​determined in advance.

[0115] Next, an example of the processing flow of the processing device 10 will be described. In the example described below, the processing device 10 performs the above-mentioned adjustment example 2. The condition for prioritizing the second effect based on an attack (first action) of a target other than the operation target is that "the magnitude of the second effect based on an attack (first action) of a target other than the operation target is equal to or greater than the first threshold value." Note that even if the condition is replaced with another condition, the processing can be executed in the same flow.

[0116] First, the processing device 10 executes a process of receiving an input from a player regarding the progress of the game, progressing the game based on the input, and controlling the display of the game screen. While executing this process, the processing device 10 can execute the process of the flowchart in FIG.

[0117] The processes of S40 to S43 are the same as the processes of S10 to S13 in Fig. 6. The processes of S10 to S13 in Fig. 6 are as described in the first embodiment.

[0118] After S42 and S43, the processing device 10 judges whether the target of the attack (first action) detected in S40 is an operation target or not (S44). If the target of the attack (first action) detected in S10 is an operation target (No in S44), the processing device 10 executes process A (processing shown in the flowchart of FIG. 8) (S45). On the other hand, if the target of the attack (first action) detected in S10 is an operation target (Yes in S44), the processing device 10 executes process B (processing shown in the flowchart of FIG. 9) (S46).

[0119] "Process A (Figure 8)" The process in Fig. 8 is executed when the target on which the attack (first action) detected in S40 in Fig. 10 is performed is a target other than the operation target. In Fig. 8, the target on which the attack (first action) detected in S40 in Fig. 10 is performed (a target other than the operation target) is called "that target."

[0120] In the process of Fig. 8, the processing device 10 judges whether the first and second effects based on the attack of the operation target are being executed (S20). Then, if the first and second effects based on the attack of the operation target are not being executed (No in S20), the processing device 10 executes the first effect for the length of time determined in S43 of Fig. 10 after the target (target other than the operation target) that performs the attack (first action) detected in S40 of Fig. 10 executes the attack, and executes the second effect against a predetermined target at least while the first effect is being executed (S24). The content of the second effect executed here is the content determined in S42 of Fig. 10.

[0121] On the other hand, when the first and second effects based on an attack by the operation target are being executed (Yes in S20), the processing device 10 judges whether the magnitude of the second effect based on an attack (first action) by a target other than the operation target detected in S40 of Fig. 10 ("that target" in Fig. 8) is equal to or larger than the first threshold (S21). That is, the processing device 10 judges whether the magnitude of the second effect determined in S42 of Fig. 10 is equal to or larger than the first threshold.

[0122] If the magnitude of the second effect based on an attack (first action) by a target other than the operation target detected in S40 of Fig. 10 ("that target" in Fig. 8) is not equal to or greater than the first threshold (No in S21), the processing device 10 prioritizes the second effect based on the attack by the operation target currently being executed (S22). That is, the processing device 10 continues the second effect based on the attack by the operation target currently being executed, and does not execute the second effect based on an attack (first action) by a target other than the operation target detected in S40 of Fig. 10 ("that target" in Fig. 8).

[0123] On the other hand, if the magnitude of the second performance based on an attack (first action) by a target other than the operation target detected in S40 of Fig. 10 ("that target" in Fig. 8) is equal to or larger than the first threshold (Yes in S21), the processing device 10 prioritizes the second performance based on an attack (first action) by a target other than the operation target detected in S40 of Fig. 10 ("that target" in Fig. 8) (S23). That is, after the target (target other than the operation target) performing the attack (first action) detected in S40 of Fig. 10 performs the attack, the processing device 10 stops the second performance based on the attack of the operation target being performed at that time, and executes the second performance based on the attack (first action) by a target other than the operation target detected in S40 of Fig. 10 ("that target" in Fig. 8).

[0124] "Process B (Figure 9)" The process in FIG. 9 is executed when the target on which the attack (first action) detected in S40 in FIG. 10 is performed is the operation target.

[0125] In the process of Fig. 9, the processing device 10 judges whether the first and second effects based on the attack of a target other than the operation target are being executed (S30). Then, if the first and second effects based on the attack of a target other than the operation target are not being executed (No in S30), the processing device 10 executes the first effect for the length of time determined in S43 of Fig. 10 after the operation target that performs the attack (first action) detected in S40 of Fig. 10 executes the attack, and executes the second effect against a predetermined target at least while the first effect is being executed (S34). The content of the second effect executed here is the content determined in S42 of Fig. 10.

[0126] On the other hand, if a first effect and a second effect based on an attack of a target other than the target being operated are being executed (Yes in S30), the processing device 10 determines whether the magnitude of the second effect being executed based on an attack (first action) of a target other than the target being operated is greater than or equal to a first threshold (S31).

[0127] If the magnitude of the second effect being executed is not equal to or larger than the first threshold (No in S31), the processing device 10 prioritizes (S32) the second effect based on the attack of the operation target detected in S40 of Fig. 10. That is, after the operation target performing the attack (first action) detected in S40 of Fig. 10 performs the attack, the processing device 10 stops the second effect based on the attack of a target other than the operation target being executed at that time, and executes the second effect based on the attack (first action) of the operation target detected in S40 of Fig. 10.

[0128] On the other hand, if the magnitude of the second effect being executed is equal to or larger than the first threshold (Yes in S31), the processing device 10 prioritizes the second effect based on an attack of a target other than the operation target being executed at that time (S33). That is, the processing device 10 continues the second effect based on an attack of a target other than the operation target being executed at that time, and does not execute the second effect based on the attack (first action) of the operation target detected in S40 of FIG.

[0129] Other configurations of the processing apparatus 10 of this embodiment are similar to those of the processing apparatus 10 of the first embodiment.

[0130] According to the processing device 10 of this embodiment, the same action and effect as the first embodiment and the processing device 10 are realized. Moreover, according to the processing device 10 of this embodiment, when a collision of the second effects occurs, it is possible to control the display on the game screen in a characteristic manner.

[0131] In one example, the processing device 10 can prioritize the second effect according to the first action of the operation target. In this way, the second effect according to the operation result of the player can be executed on the game screen with priority over the second effect according to the operation result of another player or the computer. As a result, it is possible to provide a game screen that is attractive to the player.

[0132] In one example, the processing device 10 generally prioritizes the second effect according to the first action of the operation target, but when a predetermined condition is satisfied, the processing device 10 can prioritize the second effect according to the first action of a target other than the operation target. As described above, by prioritizing the second effect according to the operation result of the player, it is possible to provide a game screen that is attractive to the player. However, if the operation result of the player is always prioritized, inconveniences such as unnatural effects on the game screen may occur.

[0133] For example, there may be a case where the controlled object performs a light attack and a relatively small second effect is determined, and an object other than the controlled object performs a heavy attack and a relatively large second effect is determined. In this way, if the relatively small second effect based on the controlled object's attack continues even when an object other than the controlled object performs a heavy attack, the effect on the game screen may become unnatural.

[0134] As in this example, the second effect corresponding to the first action of the target to be operated is generally given priority, but when certain conditions are met, the inconvenience can be suppressed by giving priority to the second effect corresponding to the first action of a target other than the target to be operated.

[0135] <<Modifications>> Below, modifications that are applicable to all of the embodiments will be described.

[0136] <Variation 1> In the above embodiment, the above-mentioned "reference value of the duration of the first performance" is used as the duration information, instead of the above-mentioned "actual duration of the first performance calculated by a calculation based on the reference value and other parameters."

[0137] As a modified example, the processing device 10 may use the above-mentioned "actual duration of the first representation calculated by a calculation based on the reference value and other parameters" as the duration information.

[0138] The "actual length of the first effect calculated by a calculation based on the reference value and other parameters" is calculated based on the "reference value of the length of the first effect." Therefore, the "actual length of the first effect calculated by a calculation based on the reference value and other parameters" is a value that is influenced to some extent by the "reference value of the length of the first effect." By using the "actual length of the first effect calculated by a calculation based on the reference value and other parameters," which is influenced to some extent by the "reference value of the length of the first effect," as duration information, it is possible to determine the content of the second effect that reflects the content of the attack to some extent.

[0139] Furthermore, the processing device 10 may use the "actual duration of the first effect" calculated by other methods as the duration information. The first effect is, for example, an effect called a hit stop, a hit throw, a hit delay, etc., and there are a wide variety of methods for calculating the duration of such effects. The processing device 10 may use the "actual duration of the first effect" calculated by using such a widely known method as the duration information.

[0140] <Variation 2> In the above embodiment, the processing device 10 is used in a game in which the control subjects fight, but the present invention is not limited to this. The processing device 10 can be used in any other games, such as sports games, adventure games, role-playing games, and racing games.

[0141] In the above embodiment, the first action that triggers the second effect is an "attack", but is not limited to this. The first action can be any action that requires a special effect (first effect and second effect), such as transformation, execution of a special move, acquisition of an item, execution of an item, collision with an object in the game, or action on an object in the game (hitting the ball, kicking the ball, etc.).

[0142] <Variation 3> In the above embodiment, the processing device 10 is a terminal device operated by a player. As a modified example, the processing device 10 may be a game server. The processing device 10 may also be a device including a game server and a terminal device operated by a player. That is, the game server and the terminal device operated by a player may cooperate with each other to execute the processing, thereby executing the processing of the processing device 10 described above. In this case, various combinations of processing loads between the processing device 10 and the terminal device operated by a player can be adopted. That is, each of the multiple functional units of the processing device 10 may be provided on the game server side, or on the terminal device operated by a player side.

[0143] Although the present disclosure has been described above with reference to the embodiments, the present disclosure is not limited to the above-mentioned embodiments. Various modifications that can be understood by a person skilled in the art can be made to the configuration and details of the present disclosure within the scope of the present disclosure. Furthermore, each embodiment can be appropriately combined with other embodiments.

[0144] In addition, in the flowcharts used in the above description, multiple steps (processes) are described in order. However, the order of the steps performed in each embodiment is not limited to the order described. In each embodiment, the order of the steps shown in the drawings can be changed as long as it does not affect the content.

[0145] A part or all of the above-described embodiments can be described as, but is not limited to, the following supplementary notes. 1. Connect your computer to a receiving means for receiving input from a player regarding the progress of the game; a game control means for progressing the game based on the input; an effect determination means for determining, when a first target in the game performs a first action, content of a second effect to be performed on a predetermined target at least while the first effect is being performed, based on time length information regarding a length of time of a first effect performed in response to the first action; a performance control means for performing the first performance when the first target performs the first action, and for performing the second performance for the predetermined target at least while the first performance is being performed; A program that functions as a 2. The first action is an attack; The first effect is to stop or put into slow motion at least one of the movement of the target performing the attack, the movement of the target being attacked, the entire screen, and a part of the screen; The predetermined target is at least one of a target that has executed an attack and a target that has been attacked, The second performance includes at least one of causing the predetermined target to perform a predetermined action and causing the predetermined target to repeatedly expand and contract; The program described in 1, wherein the performance decision means makes a decision related to at least one of the magnitude of the specified movement and the magnitude of the change in zoom based on the time length information. 3. The program described in 2, wherein the performance determination means increases the magnitude of the specified action as the length of time indicated by the duration information increases. 4. The program described in 2 or 3, wherein the effect determination means increases the magnitude of the change in zoom in / out as the length of time indicated by the duration information becomes longer. 5. A reference value for the length of time of the first effect is preset for each type of attack of the first target; and causing the computer to further function as a performance time determination means for determining an actual length of time of the first performance by a calculation based on the reference value and other parameters when the first target performs an attack; the time length information is the reference value, the effect determination means, when the first target performs an attack, determines the content of the second effect to be performed on the predetermined target at least while the first effect is being performed based on the reference value corresponding to the type of attack performed by the first target; The program described in any one of 2 to 4, wherein the performance control means, when the first target performs an attack, causes the first performance to be performed for a length of time determined based on the reference value, and causes the second performance to be performed against the specified target at least while the first performance is being performed. 6. The receiving means receives the input for operating an operation object from a player, In the game, a plurality of objects including the operation object are capable of executing the first action; The performance control means includes: A program described in any one of 1 to 5, which, when the second performance based on the first action by the object to be operated and the second performance based on the first action by an object other than the object to be operated occur simultaneously, causes the second performance based on the first action by the object to be operated to be performed with priority. 7. The receiving means receives the input for operating an operation object from a player, In the game, a plurality of objects including the operation object are capable of executing the first action; The performance control means includes: When the second performance based on the first action by the operation target and the second performance based on the first action by a target other than the operation target occur simultaneously, if the magnitude of the second effect based on the first action by an object other than the operation object is equal to or greater than a threshold, the second effect based on the first action by an object other than the operation object is preferentially performed; The program according to any one of 1 to 6, further comprising: if the magnitude of the second effect based on the first action by an object other than the object to be operated is less than a threshold value, the second effect based on the first action by the object to be operated is given priority. 8. The program described in 6 or 7, wherein the first action is an attack on the same target. 9. A reception unit that receives input from a player regarding the progress of the game; a game control unit that progresses the game based on the input; a performance determination unit that, when a first target in the game performs a first action, determines the content of a second performance to be performed on a predetermined target at least while the first performance is being performed, based on time length information regarding the length of a first performance performed in response to the first action; a performance control unit that, when the first target performs the first action, performs the first performance and, at least while the first performance is being performed, performs the second performance for the predetermined target; A processing device having 10. One or more computers: Accepting input from a player regarding the progress of the game; progressing the game based on the input; when a first target in the game performs a first action, determining the content of a second effect to be performed on a predetermined target at least while the first effect is being performed based on time length information regarding the length of time of a first effect performed in response to the first action; A processing method for performing the first effect when the first target performs the first action, and performing the second effect for the specified target at least while the first effect is being performed.

[0146] Some or all of Appendices 2 to 8 that are dependent on the program of Appendix 1 described above may also be dependent on the processing device of Appendix 9 and the processing method of Appendix 10 in a similar dependent relationship to Appendix 1 and Appendices 2 to 8. Furthermore, within the scope of each of the above-mentioned embodiments, some or all of the configurations described as appendices may be realized in various hardware, software, various recording means for recording software, or systems. [Explanation of symbols]

[0147] 10 Processing equipment 11 Reception 12 Game control unit 13 Game screen control unit 131 Production Time Determination Department 132 Production Decision Department 133 Production Control Unit 1A Processor 2A Memory 3A input / output I / F 4A Peripheral circuit 5A Bus

Claims

1. Computer, a receiving means for receiving input from a player regarding the progress of the game; a game control means for progressing the game based on the input; a performance determination means for determining, when a first target in the game performs a first action, content of a second performance to be performed on a predetermined target at least while the first performance is being performed, based on time length information regarding a length of time of a first performance performed in response to the first action; a performance control means for performing the first performance when the first target performs the first action, and for performing the second performance for the predetermined target at least while the first performance is being performed; Function as a the receiving means receives the input for operating an operation object from a player; In the game, a plurality of objects including the operation object are capable of executing the first action; The performance control means includes: A program that, when the second performance based on the first action by the object to be operated and the second performance based on the first action by an object other than the object to be operated occur simultaneously, prioritizes the second performance based on the first action by the object to be operated.

2. the first action is an attack; the first effect is to stop or slow down at least one of a movement of a target that has executed an attack, a movement of a target that has been attacked, the entire screen, and a part of the screen; The predetermined target is at least one of a target that has executed an attack and a target that has been attacked, The second performance includes at least one of causing the predetermined target to perform a predetermined action and causing the predetermined target to repeatedly expand and contract; The program according to claim 1 , wherein the performance determination means makes a determination related to at least one of a magnitude of the predetermined motion and a magnitude of the change in the enlargement or reduction based on the time length information.

3. 3. The program according to claim 2, wherein the effect determination means increases the magnitude of the predetermined motion as the length of time indicated by the time length information increases.

4. The program according to claim 2 , wherein the effect determination means increases the magnitude of the change in the enlargement / reduction as the length of the time indicated by the time length information becomes longer.

5. a reference value for the length of time of the first effect is preset for each type of attack of the first target; causing the computer to further function as a performance time determination means for determining an actual length of time of the first performance by a calculation based on the reference value and other parameters when the first target performs an attack; the time length information is the reference value, the effect determination means, when the first target performs an attack, determines the content of the second effect to be performed on the predetermined target at least while the first effect is being performed based on the reference value corresponding to the type of attack performed by the first target; The program described in claim 2, wherein the performance control means, when the first target performs an attack, causes the first performance to be performed for a length of time determined based on the reference value, and causes the second performance to be performed against the specified target at least while the first performance is being performed.

6. Computer, a receiving means for receiving input from a player regarding the progress of the game; a game control means for progressing the game based on the input; a performance determination means for determining, when a first target in the game performs a first action, content of a second performance to be performed on a predetermined target at least while the first performance is being performed, based on time length information regarding a length of time of a first performance performed in response to the first action; a performance control means for performing the first performance when the first target performs the first action, and for performing the second performance for the predetermined target at least while the first performance is being performed; Function as a the receiving means receives the input for operating an operation object from a player; In the game, a plurality of objects including the operation object are capable of executing the first action; The performance control means includes: When the second performance based on the first action by the operation target and the second performance based on the first action by a target other than the operation target occur simultaneously, if the magnitude of the second effect based on the first action by an object other than the operation object is equal to or greater than a threshold, the second effect based on the first action by an object other than the operation object is preferentially performed; A program that prioritizes the second performance based on the first action by an object other than the object to be operated, if the magnitude of the second performance based on the first action by the object to be operated is less than a threshold value.

7. The program according to claim 1 , wherein the first action is an attack on a single target.

8. a reception unit for receiving input from a player regarding the progress of the game; a game control unit that progresses the game based on the input; a performance determination unit that, when a first target in the game performs a first action, determines the content of a second performance to be performed on a predetermined target at least while the first performance is being performed based on time length information regarding a length of time of a first performance performed in response to the first action; a performance control unit that, when the first target performs the first action, performs the first performance and, at least while the first performance is being performed, performs the second performance for the predetermined target; having the receiving unit receives the input for operating an operation object from a player; In the game, a plurality of objects including the operation object are capable of executing the first action; The performance control unit: A processing device that, when the second performance based on the first action by the object to be operated and the second performance based on the first action by an object other than the object to be operated occur simultaneously, prioritizes the second performance based on the first action by the object to be operated.

9. a reception unit for receiving input from a player regarding the progress of the game; a game control unit that progresses the game based on the input; a performance determination unit that, when a first target in the game performs a first action, determines the content of a second performance to be performed on a predetermined target at least while the first performance is being performed based on time length information regarding a length of time of a first performance performed in response to the first action; a performance control unit that, when the first target performs the first action, performs the first performance and, at least while the first performance is being performed, performs the second performance for the predetermined target; having the receiving unit receives the input for operating an operation object from a player; In the game, a plurality of objects including the operation object are capable of executing the first action; The performance control unit: When the second performance based on the first action by the operation target and the second performance based on the first action by a target other than the operation target occur simultaneously, if a magnitude of the second effect based on the first action by an object other than the operation object is equal to or greater than a threshold, the second effect based on the first action by an object other than the operation object is preferentially performed; A processing device that prioritizes the second performance based on the first action by an object other than the object to be operated, if the magnitude of the second performance based on the first action by the object to be operated is less than a threshold value.

10. One or more computers Accepting input from a player regarding the progress of the game; progressing the game based on the input; when a first target in the game performs a first action, determining the content of a second effect to be performed on a predetermined target at least while the first effect is being performed based on time length information regarding the length of a time of a first effect performed in response to the first action; When the first target performs the first action, the first performance is performed, and at least while the first performance is being performed, the second performance is performed for the predetermined target; The input receiving process includes receiving the input for operating an operation object from a player; In the game, a plurality of objects including the operation object are capable of executing the first action; In the process of performing the second performance, A processing method in which, when the second performance based on the first action by the object to be operated and the second performance based on the first action by an object other than the object to be operated occur simultaneously, the second performance based on the first action by the object to be operated is given priority.

11. One or more computers Accepting input from a player regarding the progress of the game; progressing the game based on the input; when a first target in the game performs a first action, determining the content of a second effect to be performed on a predetermined target at least while the first effect is being performed based on time length information regarding the length of a time of a first effect performed in response to the first action; When the first target performs the first action, the first performance is performed, and at least while the first performance is being performed, the second performance is performed for the predetermined target; The input receiving process includes receiving the input for operating an operation object from a player; In the game, a plurality of objects including the operation object are capable of executing the first action; In the process of performing the second performance, When the second performance based on the first action by the operation target and the second performance based on the first action by a target other than the operation target occur simultaneously, if a magnitude of the second effect based on the first action by an object other than the operation object is equal to or greater than a threshold, the second effect based on the first action by an object other than the operation object is preferentially performed; A processing method in which, if the magnitude of the second effect based on the first action by an object other than the object to be operated is less than a threshold value, the second effect based on the first action by the object to be operated is performed as a priority.

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