Processing program, processing method and processing device
The processing program identifies and groups multiple objects from the same attack in a virtual space, reducing their combined attack effect to that of a single hit, addressing overpowered attack scenarios and maintaining balanced gameplay.
Patent Information
- Application Number
- JP2021106420
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-28
- Publication Date
- 2025-02-05
- Estimated Expiration
- 2041-06-28
AI Technical Summary
Existing technologies fail to effectively manage the excessive attack effects when multiple objects, such as arrows or bullets, hit a target in a virtual space, leading to an overpowered attack scenario.
A processing program that identifies objects generated from the same attack group and applies a reduced attack effect when multiple objects from the same group hit a target, ensuring that each group of objects contributes to the attack as a single hit.
This approach limits the attack effect of multiple objects to that of a single hit, preventing excessive damage and maintaining balanced gameplay dynamics.
Smart Images

Figure 0007627181000001 
Figure 0007627181000002 
Figure 0007627181000003
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a processing program, a processing method, and a processing device. [Background technology]
[0002] For example, Patent Document 1 proposes a technology in which, in a three-dimensional virtual space in which multiple objects appear, collision is used to determine whether a character has been hit by an arrow object, and if it is determined that the arrow object has hit a character, image processing is performed so that the character faces the direction of the attack. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2006-318136 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, if all attack actions are given collision and are determined based on collision collision detection, in the case of multi-bullet attack actions using guns or bows, that is, attack actions in which multiple arrows or bullets are fired in a short period of time, the effect of the attack may be too strong compared to normal attacks due to each hit by multiple arrows or bullets.
[0005] Therefore, in one aspect, the present disclosure provides a technique for limiting the effectiveness of a plurality of predetermined attacks by a plurality of objects. [Means for solving the problem]
[0006] In one embodiment, a processing program is provided that displays a virtual space in which a plurality of objects appear on a display unit and is executed by a computer that processes a game, the processing program including a process of detecting an attack by a character in the virtual space, a process of controlling the display of objects that are generated in response to the detected attack, a process of determining which objects are of the same group among the objects that are generated in response to the attack, and a process of giving an effect of an attack that is less than the number of hits when two or more attacks of the determined multiple attacks by the objects of the same group are hits. Effect of the Invention
[0007] In one aspect, the present disclosure can provide limitations on the effectiveness of attacks for a given number of attacks by multiple objects. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing a game system according to an embodiment. [Diagram 2] FIG. 2 is a diagram showing a hardware configuration of a server according to the embodiment. [Diagram 3] FIG. 2 is a diagram showing a hardware configuration of a terminal device according to the embodiment. [Figure 4] FIG. 2 is a diagram showing the functional configuration of a server according to the embodiment. [Diagram 5] FIG. 2 is a diagram illustrating an example of a functional configuration of a terminal device according to an embodiment. [Figure 6] 11 is a flowchart showing a game process according to the embodiment. [Figure 7] 11 is a flowchart showing a process of determining whether or not a group is included in the same group according to the embodiment. [Figure 8] FIG. 4 is a diagram showing an example of an attack information table according to the embodiment. [Figure 9] FIG. 4 is a diagram showing an example of a display screen according to the embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In this specification and the drawings, substantially identical components are designated by the same reference numerals, and redundant description may be omitted.
[0010] [Game System] 1 is a diagram showing the configuration of a game system 1 according to an embodiment. The game system 1 according to the embodiment provides various game-related services to users via a network N (e.g., the Internet, etc.). The game system 1 includes a server 10 and a terminal device 30. The server 10 is an example of an information processing device (processing device) that provides various game-related services to the terminal device 30. The server 10 may be a personal computer, a workstation, a cloud computer, etc.
[0011] The terminal device 30 is an example of an information processing device (processing device) used by a user when playing a game. The terminal device 30 may be a smartphone, a personal computer, a portable game device, a game controller, a tablet computer, a wearable computer, or an arcade game device.
[0012] The terminal device 30 requests the server 10 to deliver various information related to the game (such as a game program and game screens). When the server 10 receives a request for delivery of various information from the terminal device 30, it delivers a web page of the game program and game screens to be played on the terminal device 30.
[0013] The terminal device 30 has a web browser function that allows the user to browse a web page that displays a game screen, and thus the terminal device 30 can display a web page including a game screen or the like distributed from the server 10.
[0014] The number of terminal devices 30 connected is not limited to three, and one or more terminal devices 30 may be connected to the server 10. A plurality of servers may cooperate to realize the functions of the server 10. The server 10 may provide an online game in which a plurality of terminal devices 30 connected to the network N are divided into friends and enemies and play against each other. However, the server 10 is not limited to this, and may provide any game, such as sports games such as basketball and tennis, racing games, and city-building games. The server 10 may also provide games using gacha or the like. Games provided by the server 10 include games in which a plurality of users participate together. Note that the server 10 may not be provided, and the terminal device 30 may have the functions of the server 10 described later and execute the game independently without being connected to the network N. Thus, the game system 1 in FIG. 1 is only an example, and various system configuration examples are possible depending on the use and purpose.
[0015] [Server 10 hardware configuration] Next, the hardware configuration of the server 10 will be described with reference to Fig. 2. Fig. 2 is a diagram showing the hardware configuration of the server 10 according to an embodiment. The server 10 has a CPU (Central Processing Unit) 126, a memory 127, and a communication device 128. The CPU 126 controls the server 10. The memory 127 is, for example, a storage medium in the server 10 that is directly accessible by the CPU 126. The communication device 128 is a communication device such as a network card that controls communication.
[0016] The server 10 may be equipped with various microprocessors such as a graphics processing unit (GPU) and a digital signal processor (DSP), and various memories such as a VRAM, a RAM, and a ROM.
[0017] The server 10 has a game management function that provides the terminal device 30 with various game data necessary for playing using the terminal device 30 through arithmetic processing, and controls and manages the execution of game processing performed by the terminal device 30. The game processing is executed by the CPU 126 performing arithmetic processing based on a predetermined game program and data.
[0018] [Terminal device hardware configuration] Next, the hardware configuration of the terminal device 30 will be described with reference to Fig. 3. Fig. 3 is a diagram showing the hardware configuration of the terminal device 30 according to the embodiment. The terminal device 30 has a CPU 121, a memory 122, a communication device 123, an input device 124, and a display device 125. The CPU 121 controls the terminal device 30. The memory 122 is, for example, a storage medium in the terminal device 30 that is directly accessible by the CPU 121. The communication device 123 is a communication device such as a network circuit that controls communication. The input device 124 is an input device such as a camera or a touch panel. The display device 125 is an output device such as a display.
[0019] The terminal device 30 executes a game provided by the server 10. In one example, a user uses the terminal device 30 to play a battle game in which the user fights against an enemy character. The user may cooperate with other terminal devices 30 to battle against enemy characters.
[0020] [Server Functionality Configuration] Next, the functional configuration of the server 10 will be described with reference to Fig. 4. Fig. 4 is a diagram showing the functional configuration of the server 10 according to the embodiment. The server 10 includes a control unit 11, a storage unit 12, and a communication unit 13.
[0021] The control unit 11 transfers data between the various units and controls the server 10. The control unit 11 is realized by the CPU 126 executing a game program stored in a predetermined memory 127.
[0022] The storage unit 12 stores a game program that causes the computer to execute a game, various data, and various information. The storage unit 12 is realized, for example, by a memory 127. The storage unit 12 has a ROM (Read Only Memory), which is a read-only storage area in which the game program is stored, and a RAM (Random Access Memory), which is a rewritable storage area used as a work area for arithmetic processing by the control unit 11. The storage unit 12 is realized, for example, by a non-volatile storage device such as a flash memory or a hard disk. Part or all of the game program may be stored in the RAM.
[0023] Furthermore, the storage unit 12 stores an attack information table 21. The attack information table 21 stores information on attacks for each character and information on objects generated from attacks (see FIG. 8).
[0024] The communication unit 13 has a function for communicating with the terminal device 30 and other devices. The communication unit 13 has a function as a receiving unit that receives various data transmitted from the terminal device 30, and a function as a transmitting unit that transmits various data to the terminal device 30 in response to a command from the control unit 11. The communication unit 13 is realized by, for example, a network interface card (NIC).
[0025] The control unit 11 has a game execution processing unit 14, a detection unit 15, a determination unit 16, a calculation unit 17, and a display control unit 18. The game execution processing unit 14 executes, for example, a fighting game in which a character operated by a user fights against an enemy character. For example, the game executed by the game execution processing unit 14 may be a game in which an enemy character is attacked by an attack action of various weapon objects generated in response to an attack by the character operated by the user. However, the game executed by the game execution processing unit 14 is not limited to this, and is not limited to a fighting game as long as it includes a process for limiting the attack effect of a plurality of predetermined attack actions by a plurality of objects appearing in the game. Note that the user's operation includes a controller operation, a touch operation, a gesture operation, and the like.
[0026] In this specification, an object is a display component displayed in a virtual space, and includes objects that are generated in response to an attack made by a character. Various objects are displayed in response to the type of attack made by each character. Objects that are generated in response to an attack include weapons such as arrows and guns that can attack enemy characters. One or more objects are generated in response to one attack.
[0027] The detection unit 15 detects whether an attack by a character in a virtual space has occurred. The detection unit 15 may detect an attack by a character operated by a user among the characters in the virtual space. However, the detection unit 15 may detect an attack by a character other than the character operated by a user among the characters in the virtual space.
[0028] The determination unit 16 determines which objects are in the same group among the objects generated in response to the detected attack. In this case, the detected character may have multiple attacks. The determination unit 16 can use at least one of the following determination conditions to determine whether the objects are in the same group.
[0029] <Judgment conditions> 1. Among the detected character attacks, multiple objects resulting from the same type of attack are determined to be objects of the same group. The same type of attack includes the same attack. 2. Among the multiple objects generated by the detected character's attack, multiple objects that have the same type of object ID are determined to be objects of the same group. 3. A plurality of objects are determined to be in the same group if the start frames of the actions of the plurality of objects resulting from the same type of attack among the detected character attacks are not shifted by more than a preset number of frames from the earliest start frame. In other words, a plurality of objects are determined to be in the same group if the start frames of the actions of the plurality of objects resulting from the same type of attack among the detected character attacks are within a preset number of frames from the earliest start frame. 4. If multiple objects are detected as being caused by the same type of attack from a character and their actions start at the same time, they are determined to be in the same group. The judgment conditions in 3 and 4 are examples in which a different timing condition is added to the judgment condition in 1. 5. A plurality of objects generated from the same type of attack of the detected character and generated from the same type of motion are judged to be objects of the same group. The judgment condition of 5 is an example in which a further condition is added to the judgment condition of 1. For example, when an "arrow attack" is issued, if the motion of the character performing the attack includes motion 1 of "jumping and firing an arrow" and motion 2 of "firing an arrow while rotating", the objects are generated from the same type of attack of the detected character, but if motions 1 and 2 are not the same type of motion, they are judged not to be objects of the same group. Whether or not the objects are generated from the same type of motion can be judged from the motion ID stored in the attack information table 21 of FIG. 8 described later. For example, objects given the same motion ID can be judged to be objects generated from the same type of motion.
[0030] The calculation unit 17 executes a process of giving the same effect of an attack as that of a single attack when two or more attacks hit among the determined multiple attack actions by the objects of the same group. For example, the calculation unit 17 may calculate the same attack points as that of a single attack when two or more attacks hit among the determined multiple attack actions by the objects of the same group. For example, the calculation unit 17 may calculate the same attack points as that of a single object hitting an enemy character even when another object hits an enemy character by the multiple attack actions by the objects of the same group during a preset number of frames from when an object hits an enemy character by the multiple attack actions by the objects of the same group. However, the process of giving the same effect of an attack as that of a single attack when two or more attacks hit among the determined multiple attack actions by the objects of the same group may be a process that treats the two or more attacks as if one attack hits. Also, the "process of giving the same effect of an attack" may be a process that gives an effect of preventing other attacks of the same group from hitting during a predetermined number of frames from when one of the objects of the same group hits (the number of frames can be set arbitrarily). That is, a process is executed to make the time from when one of the objects in the same group is hit to when it can be hit next uniform for the objects in the same group. The calculation unit 17 stores the calculated "time until it can be hit next" in the storage unit 12 in association with each object ID in the same group.
[0031] The display control unit 18 controls the display of the detected character's attack and the attack action of the object that occurs in response to the attack. The display control unit 18 displays a virtual space in which multiple objects appear on the display device 125. The display control unit 18 controls the Web page of the game screen, transmits the Web page of the game screen to the terminal device 30 via the communication unit 13, and displays it on the screen of the terminal device 30.
[0032] [Functional configuration of terminal device] Next, the functional configuration of the terminal device 30 will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of the functional configuration of the terminal device according to the embodiment. The terminal device 30 has a control unit 31, a storage unit 32, a communication unit 33, an input unit 34, and a display unit 35.
[0033] The control unit 31 transfers data between the various units and controls the terminal device 30. The control unit 31 is realized by the CPU 121 executing a program stored in a predetermined memory 122.
[0034] The storage unit 32 is connected to the control unit 31 via a bus, and performs processes of referring to, reading, and rewriting stored data in response to commands from the control unit 31. The storage unit 32 is realized by, for example, a flash memory, a hard disk, or the like.
[0035] The communication unit 33 communicates with the server 10 via the network N. The communication unit 33 has a function as a receiving unit that receives various data transmitted from the server 10, and The communication unit 13 has a function as a transmission unit that transmits various data to the server 10 in response to a command from the control unit 31. The communication unit 13 is realized by, for example, a network interface card (NIC).
[0036] The input unit 34 allows the user to perform various operations (game operations, etc.) and is realized, for example, by operation buttons, a touch panel, etc. The display unit 35 displays a game screen in response to a command from the control unit 31 and is realized, for example, by a liquid crystal display (LCD) or the like. The display unit 35 displays a Web page of the game screen, which is generated by the server 10 and received by the communication unit 33, on the screen of the terminal device 30.
[0037] [Game Processing] Next, the game processing of the present disclosure will be described with reference to Fig. 6 and Fig. 7. Fig. 6 is a flowchart showing the game processing according to the embodiment. Fig. 7 is a flowchart showing the same group determination processing according to the embodiment. The processing of Fig. 6 and Fig. 7 is executed by the server 10.
[0038] In the game processing of FIG. 6, in step S1, the game execution processing unit 14 displays a plurality of characters including a character operated by a user and an enemy character in a virtual space on the display device 125 of the terminal device 30, for example, and executes a fighting game.
[0039] In step S2, the detection unit 15 detects whether an attack by a character in the virtual space has occurred. The detection unit 15 detects, for example, an attack by a character operated by a user.
[0040] When the detection unit 15 detects that an attack by a character in the virtual space has not occurred, this process ends. On the other hand, when the detection unit 15 detects that an attack by a character in the virtual space has occurred, in step S3, the determination unit 16 determines an object that has occurred from the detected attack, and stores information about the attack and information about the object in the attack information table 21.
[0041] 8 is an example of the attack information table 21. The attack information table 21 stores identification information (motion ID) of the character's motion, and, as information related to the attack, the type of attack performed by each character and identification information (attack ID) of the attack. Also, as information related to the object, identification information (object ID) of the object generated from the attack and the frame number (start frame) at which the display of the object generated from the attack started are stored. Also, the attack information table 21 has the number of frames used to determine the same group set in advance.
[0042] For example, when character A performs a specific motion in response to a user's operation, a motion ID is stored as identification information for that motion. Also, when character A performs a bow and arrow attack, the "bow and arrow attack" which is the type of attack by character A and the attack ID given to that attack are stored in attack information table 21. When a bow and arrow attack is performed, the start frame at which the display of the attacking motions of multiple objects (here, bows and arrows) generated in response to the attack starts, and the object IDs given to each of the multiple objects performing the attacking motion are stored in attack information table 21.
[0043] When a game image is rendered on a display device, one frame time of the output image is, for example, 1 / 30 to 1 / 60 seconds, and one image is rendered in units of frames. That is, 30 to 60 frame images are rendered per second. Therefore, the start frame may be stored in the attack information table 21 as the frame number at which rendering of the attack action of each object is started for each object given an object ID. The gun attack of character B stored in FIG. 8 is an attack method in which multiple bullets generated from the gun attack attack an enemy character. However, the attack types and attack methods in FIG. 8 are merely examples and are not limited.
[0044] When a character starts an attack by a user operation and multiple objects are generated from the character's attack, the timing at which the attacking actions of each of the generated multiple objects are drawn may be the same frame (i.e., the same timing) or different frames (i.e., timing is shifted). When the attacking actions of multiple objects occur simultaneously, the frame numbers of the start frames of each object are the same. When the attacking actions of multiple objects occur with some delay, the frame numbers of the start frames of each object may be different. For example, three arrows 300a to 300c shown in FIG. 9(c) hit the enemy character 200. The former case is when the three arrows 300a to 300c are shot simultaneously (i.e., the same frame), and the latter case is when the three arrows 300a to 300c are shot three times in succession, one by one (i.e., timing is shifted). When the timing is shifted, the timing at which the attacking actions of each of the three arrows 300a to 300c are drawn may be different frames.
[0045] Returning to Fig. 6, in step S4, the determination unit 16 determines whether the object has been hit. If the determination unit 16 determines that the object has not been hit, the process ends. If the determination unit 16 determines that the object has been hit in step S4, the determination unit 16 determines whether the object has already been hit in step S5.
[0046] If the determination unit 16 determines that the object is not an object that has already been hit, it determines in step S9 whether there are multiple objects generated from the detected attack. As shown in FIG. 8, there are five object IDs associated with the attack of character A with the attack ID "GIDa". In this case, the determination unit 16 determines that there are multiple objects generated from the detected attack. However, even if there is only one object generated from one of the detected attacks, if the total number of objects generated from each of the detected attacks is multiple, the determination unit 16 may determine that there are multiple objects generated from the detected attack.
[0047] If the determination unit 16 determines in step S9 that the number of objects generated from the detected attack is not multiple, the calculation unit 17 counts 1 as the number of hits of the object in step S13, and proceeds to step S14. If the determination unit 16 determines in step S9 that the number of objects generated from the detected attack is multiple, the calculation unit 17 proceeds to step S10, and executes a process of determining whether the objects are in the same group. The process of determining whether the objects are in the same group is shown in FIG. 7.
[0048] (Determining the same group) When the same group determination process is started, in step S21, the determination unit 16 determines whether multiple objects generated from the detected attacks are objects generated from the same type of attack. The method of determining whether objects are from the same type of attack is not limited to one. For example, in the example of FIG. 8, objects with the same attack ID stored in the attack information table 21 may be determined to be objects from the same type of attack. Another table that classifies attack types may be prepared, and objects of the same classification may be determined to be objects from the same type of attack by referring to the table.
[0049] If the determination unit 16 determines in step S21 that the objects are not of the same type of attack, it determines in step S25 that the objects generated from the detected attack are not of the same group, and ends this process. On the other hand, if the determination unit 16 determines that the objects are of the same type of attack, it determines in step S22 whether the same type of object ID is given. Note that the object ID is given according to the type of object, for example, IDa for an arrow, IDb for a bullet, etc. Therefore, it may be determined that objects having the same first three digits of the object ID stored in the attack information table 21 are given the same type of object ID. If the determination unit 16 determines in step S22 that the same type of object ID is not given, it determines in step S25 that the objects generated from the detected attack are not of the same group, and ends this process. On the other hand, if the determination unit 16 determines that the same type of object ID is given, it determines in step S23 whether the start frame associated with each of the objects is the same or within the number of frames shown in FIG. 8 from the earliest start frame. If the result of the determination in step S23 is "YES", the determination unit 16 determines in step S24 that the multiple objects generated from the detected attack are objects of the same group, and ends this process. If the result of the determination in step S23 is "NO", the determination unit 16 determines in step S25 that the multiple objects generated from the detected attack are not objects of the same group, and ends this process.
[0050] Regarding the three judgment processes (S21, S22, S23) in FIG. 7, it is not necessary to perform all the judgment processes. Which of the three judgment processes is used may differ depending on the character. For example, the process of step S22 may be skipped and the process of step S23 may be performed after the process of step S21. The processes of steps S22 and S23 may be skipped and only the process of step S21 may be performed. The processes of steps S21 and S23 may be skipped and only the process of step S22 may be performed. The processes of steps S21 and S22 may be performed and step S23 may be skipped. That is, at least one of the judgment processes of the above-mentioned <judgment conditions> may be performed to judge whether or not the objects are in the same group. For example, instead of the judgment process of step S21 of "Are multiple objects generated from the same type of attack among the attacks of the detected character?", the judgment process of "Are multiple objects generated from the same type of attack among the attacks of the detected character and generated from the same type of motion?" described in "5" of the <judgment conditions> may be performed as an example.
[0051] Returning to step S11 in FIG. 6, the determination unit 16 determines whether there is an object (multiple objects) in the same group. If the determination unit 16 determines that there is an object in the same group, the process proceeds to step S12, where the calculation unit 17 sets the object in the same group as the hit object to an already-hit state, and the process proceeds to step S13. In step S13, the calculation unit 17 counts 1 as the number of hits for the object, and the process proceeds to step S14. If the determination unit 16 determines that there is no object in the same group in step S11, the calculation unit 17 counts 1 as the number of hits for the object, and the process proceeds to step S14.
[0052] If the determination unit 16 determines in step S5 that the object has already been hit, the process proceeds to step S6, where it is determined whether a predetermined number of frames have passed. If the determination unit 16 determines that a predetermined number of frames have passed, the process proceeds to step S9, where it executes the processes in and after step S9. If the determination unit 16 determines in step S6 that a predetermined number of frames have not passed, the process counts the number of hits of the object to 0 in step S7, and proceeds to step S14.
[0053] In this way, when one of the objects in the same group is hit, it is possible to prevent the hit object from being hit for a predetermined period of time. In step S12, for example, when one object hits an enemy character first due to multiple attack actions by objects in the same group, even if another object hits the enemy character after that due to multiple attack actions, the calculation unit 17 may count the number of hits as 1 regardless of the number of hits of the other objects, and calculate attack points according to the number of hits.
[0054] In step S14, the calculation unit 17 calculates attack points according to the number of hits counted, changes the display of the enemy character's vitality level, etc., and ends this process. The process in the flowchart of Fig. 6 is performed for each object generated from the attack, and if multiple objects have been generated, the same process is performed for each object by looping from step S4 onwards.
[0055] [screen] The effect of the above-described processing method will be described with reference to Fig. 9. Fig. 9 is a diagram showing an example of a screen in a virtual space depicting a fighting game according to the embodiment. Display control of the screen in the virtual space shown in Fig. 9 is executed by a display control unit 18.
[0056] FIG. 9(a) shows a state in which a character 100 operated by a user appears within a field.
[0057] FIG. 9(b) shows an enemy character 200 appearing in the field, and the character 100 aiming the bow 100a at the enemy character 200 in response to a user operation, and drawing the bow to attack the enemy character 200.
[0058] 9(c) shows five objects generated in response to the attack of drawing the bow, that is, attacking actions using five arrows 300a to 300e. The five arrows 300a to 300e may be shot at the same time, or may be shot at different times.
[0059] In the same group determination process according to the embodiment, the objects of the five arrows 300a to 300e generated from the same attack are determined to be objects of the same group. In this case, when three arrows 300a to 300c hit the enemy character 200 by the attacking action of the five arrows 300a to 300e generated from the attack, it is regarded as being equivalent to the case where one of the arrows hits the enemy character 200, and the attack points are calculated. For example, when the arrow 300a hits the enemy character 200 first, even if the arrows 300b to 300c of the next and subsequent arrows 300b to 300e hit the enemy character 200 for a predetermined number of frames after the arrow 300a hits, the number of hits of the three arrows 300a to 300c is calculated as 1 and the attack points are calculated.
[0060] If it is determined that the five arrows 300a to 300e are not objects of the same group, when each of the three arrows 300a to 300c hits the enemy character 200 (multiple hits), the number of hits is calculated as three as usual, and attack points are calculated.
[0061] According to this, even if multiple objects hit the enemy character 200 in an attack action against the enemy character 200, if the objects are from the same group, the number of hits is considered to be 1. However, the number of hits for the three arrows 300a to 300c is not limited to 1, and may be converted to a value smaller than the actual number of hits, such as 1 / 2 the actual number of hits.
[0062] In the case of multiple hits by multiple objects in the same group, when three arrows 300a to 300c hit the enemy character 200 as shown in FIG. 9(c), the enemy character 200 will receive three times the damage of one hit. Also, even in cases where a special move can be activated when a parameter accumulated according to the number of hits reaches a predetermined value or more, an attack that can generate multiple hits in one attack is advantageous. In order to suppress excessive attacks due to multiple hits by multiple objects in the same group, multiple hits by objects in the same group are counted as a number of hits that gives an effect of an attack that is less than the number of actual hits (for example, 1 hit), and attack points according to the number of hits are calculated. In this way, by making the calculated attack points lower than the attack points corresponding to the number of hits that actually hit the enemy character, it is possible to prevent excessive damage from being given to the enemy character 200. Note that the attack points may include any value according to the number of hits of an attack, such as the value of damage to the enemy character, a parameter for activating the player's character's special move, or an addition value to a skill gauge.
[0063] One of the conditions for determining whether objects are in the same group may be whether they have the same attribute, such as water attribute or fire attribute.
[0064] As described above, according to the processing program, processing method, and processing device of one embodiment, it is possible to limit the attack effect of a plurality of predetermined attack actions by a plurality of objects. For example, when it is determined that the first object hits an enemy character in an attack action by a plurality of objects generated in response to the same type of attack, the hit state of the objects in the same group is shared, and the second and subsequent hits of the objects are not considered to be re-hits on the enemy character for a set number of frames.
[0065] Although the processing program, the processing method, and the processing device have been described above with reference to the above-mentioned embodiments, the processing program, the processing method, and the processing device according to the present disclosure are not limited to the above-mentioned embodiments, and various modifications and improvements are possible within the scope of the present disclosure. Furthermore, when there are a plurality of the above-mentioned embodiments and modifications, they can be combined within a range that does not contradict each other. [Explanation of symbols]
[0066] 1. Game System 10 Server 11 Control section 12 Storage section 13. Communications Department 14 Game execution processing unit 15 Detection section 16 Judgment section 17 Calculation section 21 Attack Information Table 30 Terminal Equipment 31 Control Unit 32 Storage section 33 Communications Department 34 Input section 35 Display section
Claims
1. A processing program for causing a computer to execute a game processing program that displays a virtual space in which a plurality of objects appear on a display unit, A process of detecting an attack by a character in the virtual space; A process of controlling the display of an object generated in response to the detected attack; A process of determining that a plurality of objects resulting from the same type of attack among the detected attacks have the same start frame of their respective actions as objects in the same group; a process of giving an effect of an attack that is less than the number of hits when two or more attacks of the plurality of attacks generated by the plurality of objects of the same type determined to be objects of the same group hit; and when two or more of a plurality of attacks by a plurality of objects generated from the same type of attack that are not determined to be objects of the same group are hits, a process of giving an effect equivalent to the number of hits.
2. The process of giving an effect of an attack that is less than the number of hits is a process of aligning the time from when one of the objects in the same group is hit to when any of the objects in the same group can be hit next to the same time for all the objects in the same group. The processing program according to claim 1 .
3. causing the computer to execute a process of determining that a plurality of objects, which are given identification information of the same type of object, among the detected attacks, are objects of the same group; The processing program according to claim 1 or 2.
4. causing the computer to execute a process of determining that a plurality of objects generated from the same type of attack among the detected attacks and generated from the same type of motion are objects of the same group; The processing program according to claim 1 or 2.
5. having the computer execute a process of counting the number of hits as 1 for a preset number of frames from when one object hits an enemy character through multiple attacks by the objects of the same group, even if another object hits an enemy character through the multiple attacks; The processing program according to any one of claims 1 to 4.
6. causing the computer to execute a process of detecting an attack by a character that moves in response to a user's operation among the characters in the virtual space; The processing program according to any one of claims 1 to 5.
7. the process of giving an effect to an attack is a process of calculating, when two or more of the determined attacks by the object of the same group are hit, the same attack points as when one attack is hit; The processing program according to any one of claims 1 to 6.
8. A processing method executed by a computer that processes a game by displaying a virtual space in which a plurality of objects appear on a display unit, comprising: A process of detecting an attack by a character in the virtual space; A process of controlling the display of an object generated in response to the detected attack; A process of determining that a plurality of objects resulting from the same type of attack among the detected attacks have the same start frame of their respective actions as objects in the same group; a process of giving an effect of an attack that is less than the number of hits when two or more attacks of the plurality of attacks generated by the plurality of objects of the same type determined to be objects of the same group hit; and when two or more of the attacks by the multiple objects generated from the same type of attack that are not determined to be objects of the same group are hits, a process of giving an effect equivalent to the number of hits.
9. A processing device that displays a virtual space in which a plurality of objects appear on a display unit and processes a game, a detection unit that detects an attack by a character in the virtual space; a display control unit that controls display of an object that is generated in response to the detected attack; a determination unit that determines that a plurality of objects generated from the same type of attack among the detected attacks have the same start frame of their respective actions as objects in the same group; a calculation unit that, when two or more attacks from multiple objects generated from the same type of attack that are determined to be objects in the same group hit, gives an effect of an attack that is less than the number of hits, and that, when two or more attacks from multiple objects generated from the same type of attack that are not determined to be objects in the same group hit, gives an effect equal to the number of hits.
10. A processing program for displaying a virtual space in which a plurality of objects appear on a display unit and for causing a computer that processes a game to execute the processing, A process of detecting one attack of a first character in the virtual space; A process of controlling display of the plurality of objects generated in response to the detected one attack; A process of determining which of the plurality of objects generated in response to the one attack are in the same group; a process for giving an attack effect less than the number of hits when two or more of the plurality of objects determined to be in the same group hit a second character, and giving an attack effect equal to the number of hits when one of the plurality of objects determined to be in the same group hits the second character.
11. A processing method executed by a computer that processes a game and displays a virtual space in which a plurality of objects appear on a display unit, comprising: A process of detecting one attack of a first character in the virtual space; A process of controlling display of the plurality of objects generated in response to the detected one attack; A process of determining which of the plurality of objects generated in response to the one attack are in the same group; a process for giving an attack effect less than the number of hits when two or more of the plurality of objects determined to be in the same group hit the second character, and a process for giving an attack effect equal to the number of hits when one of the plurality of objects determined to be in the same group hits the second character.
12. A processing device for displaying a virtual space in which a plurality of objects appear on a display unit and processing a game, comprising: a detection unit that detects one attack of a first character in the virtual space; a display control unit that controls display of the plurality of objects that are generated in response to the detected one attack; a determination unit that determines which of the plurality of objects generated in response to the one attack are in the same group; a calculation unit that, when two or more of the plurality of objects determined to be in the same group hit a second character, gives an attack effect that is less than the number of hits, and, when one of the plurality of objects determined to be in the same group hits the second character, gives an attack effect that is equal to the number of hits.
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