GAME SYSTEM, GAME METHOD, GAME PROGRAM, AND GAME SERVER
Patent Information
- Application Number
- JP2024176884
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-10-09
- Publication Date
- 2025-02-25
- Estimated Expiration
- 2040-06-23
AI Technical Summary
【0009】 本発明に係るゲームシステム、ゲーム方法、ゲームプログラム、及びゲームサーバによれば、複数のプレイヤが参加可能なゲームにおいて、ゲーム内での対人バトルではない行動によりチームに貢献できると共に、当該行動に伴って対人バトルに要する操作の熟練度を向上させることができるゲームシステム、ゲーム方法、ゲームプログラム、及びゲームサーバを提供できる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game system, a game method, a game program, and a game server, and more particularly to a game system, a game method, a game program, and a game server that allow multiple players to play simultaneously via a communication network. [Background technology]
[0002] In recent years, multiplayer online battle arenas (MOBAs) have become popular, in which multiple players are divided into multiple teams (typically two teams) and cooperate with players on their own team (the friendly team) to destroy the enemy team's base or other conditions for victory. MOBAs are highly entertaining because they allow multi-player battles.
[0003] However, in order to win a battle between characters operated by humans, i.e., a human-versus-human battle, skill in operating the character is required, and a certain amount of training may be required before one can actually win against a character operated by a human. Also, if a player in the team is inexperienced in operation, other players, excluding the inexperienced player, need to support the inexperienced player in order for the team to win against the enemy team. Therefore, the inexperienced player may hesitate to participate in the game due to concerns that he or she may cause trouble for the team.
[0004] In the past, there has been known an information processing system that includes an operation input receiving means for receiving an operation input from a user, and an information processing means for processing information based on the operation input received by the operation input receiving means, the information processing means including a game progression means for drawing the corresponding color of the player's character in the virtual space by controlling the player's character in the virtual space based on the operation input, and a match determination means for making a match determination based on a drawing state in the virtual space of the corresponding color of an enemy character different from the corresponding color of the player's character and a drawing state in the virtual space of the corresponding color of the player's character (see, for example, Patent Document 1). According to the information processing system described in Patent Document 1, the player's character is controlled in the virtual space to draw the virtual space in the corresponding color of the player's character, and a match determination can be made based on the drawing state and the drawing state of the corresponding color of the enemy character. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2015-216971 A Summary of the Invention [Problem to be solved by the invention]
[0006] However, in an information processing system such as that described in Patent Document 1, although it is possible to contribute to the victory of the allied team by drawing the corresponding color in the virtual space, there may be less room to enjoy the operation of characters taking into account the PvP battle, which is one of the sources of playability in MOBAs, and the consideration of the strategy of the allied team, etc. Also, in an information processing system such as that described in Patent Document 1, it may be difficult to lower the psychological barrier to PvP battles for beginners who are hesitant to participate in PvP battles or players who are unfamiliar with the operation.
[0007] Therefore, an object of the present invention is to provide a game system, a game method, a game program, and a game server in which, in a game in which multiple players can participate, players can contribute to a team by performing actions other than PvP battles within the game, and by which said actions can improve the proficiency of the operations required for PvP battles. [Means for solving the problem]
[0008] In order to achieve the above object, the present invention provides a game system including a processor and a memory, and a game system in which a plurality of teams compete against each other on a playfield. The winner is decided based on the points scored by each team. A game program for managing the progress of a competitive game to be executed by a computer, the game program including a processor for controlling a player belonging to a first team in a play field. 1. Based on the player's operation, the action of the first player character is controlled and the character belongs to the second team. Second controlling the actions of the second player character based on an operation by the player; a step of associating the points associated with the neutral character to the first player before associating the points to the second player when a neutral character that operates without being operated by a first player and a second player and a predetermined condition is achieved during a match between the first player character and a neutral character associated with predetermined points, and a step of associating the points associated with the neutral character to the second player before associating the points to the first player when a match between the neutral character and the second player character is achieved during a match between the neutral character and the second player character, and a step of setting the points associated with the first player as the score of the first team when the first player character is located within a predetermined area of the second team provided in the playfield, and a step of setting the points associated with the second player as the score of the second team when the second player character is located within a predetermined area of the first team provided in the playfield. A game program for executing the above is provided. Effect of the Invention
[0009] The game system, game method, game program, and game server of the present invention can provide a game system, game method, game program, and game server that, in a game in which multiple players can participate, allows players to contribute to their team by performing actions that are not part of PvP battles within the game, and that, as a result of said actions, allows players to improve their proficiency in the operations required for PvP battles. [Brief description of the drawings]
[0010] [Figure 1] 1 is a schematic diagram of a game system according to an embodiment of the present invention. [Diagram 2] 1 is a schematic diagram of a play field of a game executed in a game system according to an embodiment of the present invention. [Diagram 3] FIG. 2 is a functional block diagram of the game system according to the present embodiment. [Figure 4] 4 is a data configuration diagram of each storage section of the storage unit according to the embodiment. FIG. [Diagram 5] 4A to 4C are schematic diagrams illustrating movement instructions given to a player character by an input unit according to the present embodiment. [Figure 6] FIG. 2 is a schematic diagram of a battle between a player character and a neutral character in the game system according to the present embodiment. [Figure 7] FIG. 2 is a schematic diagram of a battle between a player character and a neutral character in the game system according to the present embodiment. [Figure 8] FIG. 2 is a schematic diagram of a battle between a player character and a neutral character in the game system according to the present embodiment. [Figure 9] FIG. 2 is a schematic diagram of a player character and an ally character fighting together in the game system according to the present embodiment. [Figure 10] FIG. 2 is a schematic diagram of a player character and an ally character fighting together in the game system according to the present embodiment. [Figure 11] FIG. 2 is a schematic diagram showing how points are scored in the game system according to the present embodiment. [Figure 12] FIG. 2 is a schematic diagram showing how points are scored in the game system according to the present embodiment. [Figure 13] 2 is a schematic diagram of a first special character in the game system according to the present embodiment. FIG. [Figure 14] 2 is a schematic diagram of a first special character in the game system according to the present embodiment. FIG. [Figure 15] 13 is a schematic diagram of a second special character in the game system according to the present embodiment. FIG. [Figure 16] FIG. 2 is a schematic diagram of a restriction generating unit in the game system according to the present embodiment. [Figure 17] FIG. 2 is a flow diagram of processing in the game system according to the present embodiment. [Figure 18] FIG. 2 is a flow diagram of processing in the game system according to the present embodiment. [Figure 19]FIG. 2 is a flow diagram of processing in the game system according to the present embodiment. [Figure 20] FIG. 2 is a flow diagram of processing in the game system according to the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] [Embodiment Mode] <Overview of Game System 1> Fig. 1 shows an overview of the game system according to this embodiment, and Fig. 2 shows an example of an outline of the play field of a game executed in the game system according to this embodiment.
[0012] The game system 1 according to the present embodiment is executable on an information terminal 3 such as a smartphone, and is a game system in which each player can play a game simultaneously by connecting each information terminal 3 of a plurality of players to a server 7 via a communication network 5. In the game system 1, players compete against each other by dividing into at least one team (hereinafter, sometimes referred to as a "team of allies") consisting of player characters of one or more players and another team (hereinafter, sometimes referred to as an "enemy team") consisting of other player characters of one or more other players, and the winning team of the game is determined by comparing the points acquired by the team of allies with the points acquired by the enemy team. The game system 1 may be a type of Multiplayer online battle arena (MOBA). Here, the server 7 and the information terminals owned by the players (for example, the information terminal 3, the information terminals 3a, . . . and the information terminal 3n) are connected to each other via the communication network 5 so as to be capable of two-way communication. The game system 1 may be a server-client type game system.
[0013] In addition, a character operated by the player himself / herself is referred to as a player character, the team to which the player belongs is referred to as the friendly team, a character operated by a player other than a player belonging to the friendly team is referred to as a friendly player character, a team to which other players against which the player competes are affiliated is referred to as the enemy team, and a character operated by another player belonging to the enemy team is referred to as an enemy player character.
[0014] That is, the game system 1 is executed by dividing the team into a friendly team to which the player character operated by the player belongs and an enemy team to which the enemy player character operated by another player belongs. The game system 1 converts points acquired by each player character (i.e., the player character, friendly player character, and enemy player character) during the game into points when a predetermined condition is satisfied, thereby making the points of the team to which each player character belongs, and at the end of the game time, the points acquired by each team are compared to determine the winner of the game.
[0015] For example, the game system 1 is executed in a play field 300 which is a virtual space. As an example, the play field 300 includes, as shown in FIG. 2, a teammate home base 302 of a teammate to which a player character belongs, an enemy home base 304 of an enemy team to which an enemy player character belongs, one or more lanes 306 connecting the teammate home base 302 and the enemy home base 304, one or more teammate bases 310 provided along at least one or more lanes 306 up to a predetermined distance from the teammate home base 302, one or more enemy bases 312 provided along at least one or more lanes 306 up to a predetermined distance from the enemy home base 304, a neutral area 314 provided between the multiple lanes 306 and at least a part of the side of the multiple lanes 306, and a central portion 316 provided at a position equidistant from the teammate home base 302 and the enemy home base 304. In principle, the player character can freely move to any desired position in response to the player's instructions, except for areas within the playfield 300 where movement is prohibited (for example, walls, rocks, ponds, etc. provided within the playfield 300).
[0016] Then, the game system 1 makes a neutral character (NPC) appear at a predetermined position in the lane 306 and / or the neutral area 314. The neutral character is a character that moves without being operated by any player. The neutral character is a character that is automatically controlled by the game system 1 and can be acquired by a player who has successfully defeated the neutral character by attacking it with a player character, a friendly player character, and / or an enemy player character. Furthermore, the neutral character is associated with a predetermined number of points according to the type and status (e.g., level, etc.) of the neutral character.
[0017] When a player character attacks and defeats a neutral character within a predetermined range from the player character in response to a player's instruction, the game system 1 allows the player operating the player character to acquire the neutral character. Then, the game system 1 changes the neutral character to an ally character of the player character, and gives the player character the points that the neutral character has. As a result, the player character acquires the points. The game system 1 stores the ally character in the virtual character storage area of the player.
[0018] Then, in response to an instruction from the player, the game system 1 can make an ally character appear on the playfield 300 from the character storage area, and store the ally character from the playfield 300 into the character storage area. When the player makes an ally character appear on the playfield 300, the game system 1 automatically makes the ally character follow the player character, and automatically attacks neutral characters and / or enemy player characters within a predetermined range from the player character or the ally character (that is, the ally character fights together with the player character).
[0019] Furthermore, the game system 1 can also make the player character attack an enemy player character within a predetermined range from the player character in response to an instruction from the player. When the player character attacks and defeats an enemy player character, the game system 1 gives the player character a predetermined point. In other words, in the game system 1, the player can not only control the player character to fight an enemy player character, but also control a battle between the player character and a neutral character (battle against the system) in response to the player's will. This allows the player character controlled by the player to earn points by defeating an enemy player character or a neutral character.
[0020] When the player character is within a predetermined area of the playfield 300 (for example, within a predetermined range from the enemy base 312), the game system 1 can supply the points acquired by the player character to the enemy base 312 in response to an instruction from the player, and convert the points into points for the team. In other words, the team does not receive points until the points are converted into points (hereinafter, converting points into points may be referred to as "scoring"). In this case, the game system 1 resets the points acquired by the player character up until the conversion to points to zero, and erases the ally character stored in the character storage area of the player, or the ally character that has left the character storage area and is appearing on the playfield 300. Here, erasing the ally character means restricting the ally character from appearing on the playfield 300 again in the same game play. This makes it impossible for the ally character to battle with the player character. Furthermore, a predetermined durability value is set for enemy base 312, and when the total value of points (hereinafter referred to as "supplied value") supplied to enemy base 312 becomes equal to or greater than the durability value, game system 1 stops the function of enemy base 312. For example, game system 1 can display the enemy base 312 being destroyed to indicate that the function of enemy base 312 has stopped.
[0021] In this way, the player character operated by the player in the game system 1 can acquire points by attacking and defeating neutral characters and / or enemy player characters, and can supply the acquired points to the enemy base to score for the allied team. Here, in the game system 1, the acquired neutral character can be made to act together with the player character as an ally character (in this case, the ally character can be controlled to automatically fight together with the player character, move to follow the player, and attack neutral characters and enemy player characters within a predetermined perimeter of the ally character), while when the points acquired by the player character are converted into points, the ally character held by the player at the time of the points being converted into points is deleted, and it cannot be made to appear in the game. In this way, in the game system 1, when a neutral character is acquired and made into an ally character, the player can select whether to convert the points acquired by acquiring the neutral character into points and delete the ally character, or to retain the ally character and use it to fight together without converting the acquired points into points, thereby improving the strategic nature of the game.
[0022] In the game system 1, the player character can earn points by battling neutral characters without battling enemy player characters, i.e., without battling human players, and the earned points can be converted into points at the enemy base. Therefore, even a player who is hesitant to battling human players or who is not good at battling human players can contribute to the team to which he or she belongs. In other words, in the game system 1, a player can enjoy the game without battling human players. In addition, in the game system 1, a player can improve his or her battling proficiency in the game through battling neutral characters. As a result, the game system 1 allows a player to get used to battling, and gradually reduces his or her aversion to battling human players.
[0023] Furthermore, in the game system 1, when the player character defeats a neutral character or an enemy player character, the player character acquires experience points, and when the total value of the acquired experience points reaches or exceeds a predetermined value, the appearance and ability of the player character can be changed (hereinafter, this change is referred to as "evolution"). Through this evolution, the player character can improve its ability and learn "techniques" to attack neutral characters and enemy player characters. In conventional MOBAs, the player character needs to acquire and equip a predetermined item in the game to improve the attack power of the player character, but in the game system 1, the player character automatically learns "techniques" as the player character evolves, so that the player character can be strengthened without complicated operations. In addition, in the game system 1, the appearance of the player character can be changed through "evolution," so that the player can grasp at a glance how strong the player character is.
[0024] The information terminals 3, 3a, . . . 3n are information terminals such as mobile phones, smartphones, notebook computers, tablet PCs, PCs, portable game consoles, and / or home game consoles. When multiple information terminals are present, the types of the information terminals may be different. The game system 1 according to this embodiment will be described in detail below, but it should be noted that the names and numbers in the above and following descriptions are merely examples, the present invention is not limited to these proper names and numbers, and these proper names and numbers do not necessarily relate to real proper names and numbers.
[0025] <Details of Game System 1> Fig. 3 shows an example of the functional configuration of the game system according to this embodiment, and Fig. 4 shows an example of the data configuration of each storage section of a storage unit included in the game system according to this embodiment.
[0026] [Game System 1 Configuration Overview] The game system 1 according to the present embodiment is a game system in which a friendly team including a player and a friendly player compete against an enemy team including an enemy player in a play field 300, and the winner of the game is decided by comparing the points acquired by each team. The game system 1 includes a display unit 10 that displays the play field 300 and a player character, a display control unit 15 that controls the display of the display unit 10, an input unit 20 that receives instructions from the player, a storage unit 25 that stores various information used in the game, a character action control unit 30 that controls the action of the player character, an appearance control unit 35 that controls the appearance of a neutral character and / or a special character, a match control unit 40 that controls a match between the player character and various other characters, a match result determination unit 45 that determines the match result between the player character and various other characters, and a character status determination unit 46 that determines the state of the character. The game system includes a state determination unit 50, an ally character control unit 55 for controlling the actions of an ally character, a special character control unit 57 for controlling the actions of a special character, an experience value granting unit 60 for granting experience values to a player character, a point granting control unit 62 for granting points to a player character or a player, an evolution control unit 64 for controlling the evolution of a player character, a scoring unit 70 for converting points into scores, a base control unit 80 for controlling an ally base and an enemy base, a win / loss determination unit 85 for determining the outcome of a game, a limit generating unit 87 for generating a predetermined limit between bases, and a time limit control unit 90 for controlling a time limit of a game. The special character is a neutral character (NPC) that can play against the player character and is a character that belongs to the team to which the player character belongs even if the player character wins a game against the player character, but is not stored in the character storage area.
[0027] The storage unit 25 has a character information storage section 250 that stores information about player characters, neutral characters, and / or special characters, a team information storage section 252 that stores information about teams participating in the game, a player information storage section 254 that stores information about players, and a playfield information storage section 256 that stores information about the playfield 300.
[0028] The game system 1 may not only have the above-mentioned multiple components in the same device or location physically, but also may have some of the above-mentioned multiple components installed in physically separate locations. In this case, each component may be connected by a communication network such as the Internet. For example, the game system 1 may have an external server perform some of the functions of the components. The game system 1 may also be configured as one or more servers. In this case, the game system 1 is configured by combining an information terminal, components of one server, and components of another server. In addition, in this embodiment, a collection of predetermined components can be understood as one "information processing device", and the game system 1 may be formed as a collection of multiple information processing devices. The method of allocating multiple functions required to realize the game system 1 according to this embodiment to one or multiple hardware devices can be appropriately determined in consideration of the processing capacity of each hardware device and / or the specifications required for the game system 1. Furthermore, various information stored in the storage unit 25 may be updated by user instructions or information received via the input unit 20, or may be updated as needed by acquiring predetermined information from a predetermined server located outside the game system 1.
[0029] [Gaming System 1 Configuration Details] In the following description, a case will be described in which a player mainly uses an information terminal 3 (e.g., a smartphone, a tablet terminal, a PC, etc.) to execute a game provided by the game system 1. The information terminal 3 is configured to have at least a display unit 10 and an input unit 20.
[0030] (Display unit 10, display control unit 15) The display unit 10 is controlled by the display control unit 15 and displays information about the game including the play field 300 on which the game is executed, player characters (friendly player characters and enemy player characters), neutral characters, special characters, and / or other items. The display unit 10 outputs various processing results and information stored in the storage unit 25 so that the player can perceive them. Specifically, the display control unit 15 causes the display unit 10 to display various processing results in each component and information stored in the storage unit 25 as data in a predetermined format, still images, moving images, and / or text. The display unit 10 may display information received from an external server.
[0031] (Input unit 20, input surface 200, input control unit 210) The input unit 20 accepts inputs such as predetermined instructions and operations from the player. The input unit 20 supplies the instructions to predetermined components of the game system 1. Each component that accepts the instructions performs a predetermined function. For example, the input unit 20 is a touch panel, a tablet, a mouse, a motion sensor, or the like. In this embodiment, an example will be described in which the input unit 20 is a touch panel provided in the information terminal 3. The touch panel may be capable of detecting multi-touch. Specifically, the touch panel as the input unit 20 has an input surface 200 to which operations and the like from the player are input, and an input control unit 210 that acquires information regarding the operations input to the input surface 200. The touch panel is disposed on top of the display unit 10, and the surface of the touch panel corresponds to the input surface 200.
[0032] For example, the display unit 10 is provided with an area for receiving a predetermined instruction, and the input surface 200 detects the predetermined instruction at a position designated by a player's operation (e.g., a touch operation, a tap operation, a slide operation, etc.) on the area of the input surface 200. The input surface 200 supplies the detected information, i.e., information indicating the predetermined instruction at the detected position, to the input control unit 210. The input control unit 210 acquires the information indicating the predetermined instruction from the input surface 200, and supplies the information to a predetermined component of the game system 1.
[0033] (Storage Unit 25) The storage unit 25 stores various information related to the game system 1. Each storage section of the storage unit 25 supplies predetermined information to a predetermined component in response to a request from another component of the game system 1. In the game system 1, when one game ends, the next game may be executed without carrying over the status of the previous game. Therefore, in the game system 1, the information on the experience points, levels, statuses, owned points, owned ally characters, and / or evolution statuses, etc., for all of the player characters, ally player characters, and enemy player characters are reset to their initial states before the next game is started. In other words, the game system 1 may reset at least a part of the information stored in the storage unit 25 to the initial values every time a new game is started.
[0034] (Storage unit 25: character information storage section 250) The character information storage unit 250 stores various information (character information) related to the character in association with a character ID that identifies the character. Here, the character includes a player character, a neutral character, and a special character. The character information includes, for example, the name of the character, the status of the character (for example, experience value, level, hit points (HP), etc.), points associated with the character (points possessed by the character), attack means that the character can normally use, techniques that the character can use when a predetermined condition is satisfied, whether the character has evolved, and the character ID of the evolved character when the character has evolved. In addition, in the game system 1, a player can arbitrarily select a player character to be used in the game from among a plurality of characters at the start of the game. Here, when the character is a player character, the status of the character, the points possessed by the character, whether the character has evolved, etc. are reset every time a new game is started. In addition, when the character is a player character, the points possessed by the character are synonymous with the points associated with the player.
[0035] In addition, the "technique" may include a technique to steal points possessed by an enemy player character (points associated with the enemy player), an ally character of the enemy player character stored in the character storage area of the enemy player character, and / or an ally character of the enemy player character appearing on the playfield 300.
[0036] (Storage unit 25: team information storage section 252) The team information storage unit 252 stores various information (team information) related to the team in association with a team ID that identifies the team. Examples of the team information include information related to the players constituting the team (e.g., player IDs described later), character IDs of characters (e.g., special characters) associated with the team in the game, and points acquired by the team in the game.
[0037] Here, a team is composed of one or more players. In the game system 1, one or more players who compose a team can be randomly determined at the start of a game, or one player can invite other players to form a team. Therefore, information about players as team information stored by the team information storage unit 252 in association with a team ID may be reset every time a new game is executed. Note that the team information stored by the team information storage unit 252 may be reset every time a game ends.
[0038] Furthermore, the team information storage unit 252 may temporarily store the character ID. For example, when a player character belonging to a team defeats a special character during game execution, the team information storage unit 252 may store the character ID of the special character for a certain period of time and erase the character ID after the certain period of time has elapsed. Furthermore, the team information storage unit 252 may store the character IDs of the special characters stored during game execution in chronological order. Furthermore, the team information storage unit 252 may erase all the character IDs stored during game execution at the end of the game.
[0039] (Storage unit 25: player information storage section 254) The player information storage unit 254 stores information about a player who plays a game. Specifically, the player information storage unit 254 stores the player information in association with a player ID that identifies the player. The player information is, for example, information about the name of the player, a neutral character acquired by the player by winning a battle in the game, a reward acquired by the player in the game (including points, points, experience points, etc. acquired by playing the game). The player information storage unit 254 can update information about the neutral character as player information or store the information in chronological order every time the player wins a battle in the game against a neutral character and acquires the neutral character. Among the player information stored in the player information storage unit 254, information about the neutral character acquired by the player and the reward acquired by the player in the game is reset every time the game ends. Alternatively, the information on the neutral characters acquired by the player and the rewards acquired by the player in the game, etc., as player information stored in the player information storage unit 254 in association with the player ID may be reset every time the game is executed. Note that what is reset here is information for continuing a series of plays from the start of play until the victory or defeat of the team is decided, and game play history information (number of wins and losses in battles, number of acquired experience points) which is the result of the series of game plays is not reset and is stored in the player information storage unit 254. For example, by repeating a series of game plays and winning a predetermined number of times, the types of player characters and the types of techniques of the player characters that the player can use are increased.
[0040] (Storage unit 25: Play field information storage section 256) The playfield information storage unit 256 stores information about the playfield 300. Specifically, the playfield information storage unit 256 stores the playfield information in association with a playfield ID that identifies the playfield. The playfield information is, for example, information about the name of the playfield, the arrangement and number of various elements that make up the playfield, etc. Note that the game system 1 can also use a fixed, predetermined playfield, in which case the storage unit 25 does not need to have the playfield information storage unit 256.
[0041] (Character movement control unit 30) The character action control unit 30 controls the action of the player's player character within the play field 300 based on the player's instructions. Specifically, the character action control unit 30 controls the actions of the player character within the play field 300, such as movement, stopping, attack, defense, and point scoring, based on the player's instructions received by the input unit 20. The display unit 10 is controlled by the display control unit 15, and displays the action of the player character controlled by the character action control unit 30.
[0042] (Appearance control unit 35) The appearance control unit 35 controls the appearance of neutral characters and / or special characters on the play field 300. The appearance control unit 35 makes the neutral characters and / or special characters appear at predetermined time intervals or random time intervals in a predetermined location on the play field 300. From the viewpoint of equalizing the opportunities for players belonging to each team to encounter the neutral characters and / or special characters, it is preferable that the appearance control unit 35 makes the neutral characters and / or special characters appear at predetermined time intervals.
[0043] Here, in order to provide equal opportunities for contact with neutral characters between player characters belonging to a first team (e.g., the team the player is on) and player characters belonging to a second team (e.g., the enemy team), the neutral character's appearance location may be provided at a plurality of positions that are symmetrical with respect to a predetermined imaginary line passing through the center of the playfield 300. For example, in the approximately elliptical playfield 300 shown in FIG. 2, the appearance control unit 35 uses a minor axis passing through the center of the playfield 300 as the axis of symmetry, and causes a neutral character to appear at a predetermined position on the lane 306, and also causes the same type of neutral character to appear at a position that is symmetrical with respect to the position. Note that the neutral character's appearance location may be provided at a plurality of positions that are symmetrical with respect to the center of the playfield 300.
[0044] In addition, the appearance control unit 35 makes the special character appear in an area where each team can equally come into contact with the special character, from the viewpoint of equalizing the chance of contacting the special character. For example, the appearance control unit 35 makes the special character appear at a specific position of the play field 300, for example, the central portion 316 and / or, when the play field 300 is substantially elliptical, near the intersection of the short axis passing through the center of the play field 300 and the lane 306 at a predetermined time interval. In addition, when the appearance control unit 35 makes the special character appear, the display unit 10 is controlled by the display control unit 15, and can display information (for example, text display, etc.) indicating that the special character has appeared at a predetermined position on the display unit 10.
[0045] (Match control unit 40) When a neutral character, a special character, and / or an enemy player character is present within a predetermined range from the player character, and the input unit 20 receives an instruction from the player to attack these characters (hereinafter, sometimes referred to as a "target character"), the match control unit 40 starts a battle between the player character and the target character and controls the battle. For example, in response to the player's instruction received by the input unit 20, the match control unit 40 causes the player character to attack the target character and inflicts damage based on the attack on the target character. Furthermore, when the player character is attacked by the target character, the match control unit 40 inflicts damage based on the attack on the player character.
[0046] For example, the match control unit 40 changes the status of the player character based on the damage the player character has received from the target character (for example, reduces HP, which indicates the damage the character can withstand), and changes the status of the target character based on the damage the target character has received from the player character. The display unit 10 is controlled by the display control unit 15, and displays the state of the match between the player character controlled by the match control unit 40 and the target character, the damage inflicted on the opponent character, and the like. Note that even if the target character is not within a predetermined range of the player character, the match control unit 40 can also cause the player character to perform an attack action when an attack instruction from the player is received via the input unit 20.
[0047] Also, the player character may have one or more attack means. That is, in addition to the normally available attack means that can attack the target character at any timing during the game, the player character can also use a predetermined technique based on the experience value acquired by the player character. For example, a predetermined experience value is associated with a technique as character information stored in the character information storage unit 250 in association with a character ID, and when the experience value acquired by the player character becomes equal to or greater than the predetermined experience value, the match control unit 40 permits the player character to use the technique. Also, when the match control unit 40 receives an instruction to use a technique from the player via the input unit 20, after causing the player character to activate the predetermined technique, the match control unit 40 may prohibit the player character from activating the technique again until a predetermined time has elapsed. The match control unit 40 supplies the match result determination unit 45 with information indicating the change in the status of the player character caused by the match and the change in the status of the target character.
[0048] (Match result judgement unit 45) The battle result determination unit 45 determines the battle result between the player character and the target character in the battle controlled by the battle control unit 40. Specifically, the battle result determination unit 45 determines which character won or lost the battle based on the change in the player character's status and the change in the target character's status. For example, each character has hit points (HP) as one of its statuses, and the battle result determination unit 45 determines that the character whose HP reaches zero first in the battle is defeated, and the character with the remaining HP is victorious.
[0049] Also, when three or more characters are fighting, for example, when a battle is being executed in which a player character of a friendly team (friendly player character) and a player character of an enemy team (enemy player character) attack a neutral character or a special character, the battle result determination unit 45 may determine that the character who last performed an attack that reduced the HP of the neutral character or special character to zero has satisfied the acquisition condition of the neutral character (won) (i.e., the friendly player character may determine that the neutral character or special character has defeated the neutral character or special character). Also, the battle result determination unit 45 may determine that the character who performed the greatest number of attacks (number of hits) until the HP of the neutral character or special character was reduced to zero, or the character who inflicted the greatest total amount of damage (i.e., the total value of the HP reduction amount) on the neutral character or special character has won. The battle result determination unit 45 supplies information indicating the battle result to the character state determination unit 50, the experience value granting unit 60, and the point granting control unit 62.
[0050] (Character state determination unit 50) The character state determination unit 50 determines the state of the player character and / or the target character based on the determination result of the battle result determination unit 45. When the determination result of the battle result determination unit 45 (i.e., the battle result) indicates a victory for the player character, the character state determination unit 50 determines the state of the player character and / or the target character according to the type of the target character. Then, the character state determination unit 50 supplies information indicating the determination result to the ally character control unit 55 and the special character control unit 57.
[0051] Specifically, when the target character is a neutral character, the character state determination unit 50 associates the neutral character with the player when a predetermined acquisition condition is satisfied. That is, the character state determination unit 50 associates the neutral character that the player character has won with the player. The character state determination unit 50 stores the character ID of this neutral character as an ally character in the player information storage unit 254 in association with the player ID as player information. This determines the state in which the player has acquired this neutral character. Then, the character state determination unit 50 erases the display of this neutral character from the play field 300. That is, the character state determination unit 50 causes the display control unit 15 to erase the display of the neutral character on the display unit 10. Also, the character state determination unit 50 changes the neutral character to an ally character in accordance with the association of the neutral character with the player and associates it with the player. Also, it stores the ally character in a virtual character storage area for the player. The display control unit 15 displays a virtual character storage area at a predetermined position on the display unit 10, for example. The character storage area may be displayed superimposed on the play field 300. In this case, therefore, it is determined that the neutral character has become a friendly character of the player, and is stored in the character storage area. Note that when a neutral character is acquired, it is not necessary to store the neutral character in the character storage area. In this case, the neutral character acts as a friendly character that has appeared on the play field 300.
[0052] Here, a case will be described in which the player character fights against a new neutral character and wins when the neutral character is already associated with the player as an ally character. In this case, the character state determination unit 50 overwrites the character ID of the ally character stored in the player information storage unit 254 in association with the player ID with the character ID of the newly defeated neutral character. That is, in one aspect of the game system 1, only one ally character (i.e., an ally character that is a neutral character that the player can acquire and possess) may be associated with the player, and when the player character defeats multiple neutral characters, the neutral character that the player character last defeated is associated with the player and becomes the ally character. Then, the character state determination unit 50 erases the ally character already stored in the character storage area, and newly stores the newly defeated neutral character in the character storage area as an ally character.
[0053] In addition, a mode will be described in which the player character and / or the ally character wins against a new neutral character while the ally character is out of the character storage area on the playfield 300. In this case, the character state determination unit 50 overwrites the character ID of the ally character (this character ID is the character ID of the ally character appearing on the playfield 300) stored in the player information storage unit 254 in association with the player ID with the character ID of the newly defeated neutral character. Then, the character state determination unit 50 erases the ally character appearing on the playfield 300 and stores the newly defeated neutral character as an ally character in the character storage area. Therefore, in this case, a state in which the newly defeated neutral character has become the player's ally character and is stored in the character storage area is determined, and a state in which the original ally character that appeared on the playfield 300 has been erased after being stored in the character storage area is determined. Note that the original ally character may not be erased, and multiple ally characters may be stored in the character storage area. In this case, it is preferable to display a plurality of display icons in the character storage area so as to correspond to a plurality of characters.
[0054] Furthermore, when a player character wins against a neutral character, the character state determination unit 50 may associate the neutral character with the team to which the player of the player character belongs. For example, the character state determination unit 50 stores the character ID of the neutral character as an ally character in the team information storage unit 252 in association with the team ID as team information. This allows the team to which the player of the player character belongs to acquire the neutral character as an ally character. In this case, the character state determination unit 50 may set an upper limit on the number of ally characters that can be associated with a team. However, the player who can acquire the points held by the neutral character by defeating the neutral character is the player of the player character who defeated the neutral character. Furthermore, in this case, the neutral character acquired by the team may be stored in the character storage area of any player belonging to the team, or the neutral character acquired by the team may not be stored in the character storage area (in this case, the neutral character may remain on the play field 300).
[0055] Furthermore, when a player character wins against a special character, the character state determination unit 50 associates the special character with the team to which the player of the player character belongs. For example, the character state determination unit 50 stores the character ID of this special character as team information in the team information storage unit 252 in association with the team ID. However, in this case, the character state determination unit 50 does not store the special character in the character storage area, but leaves it in a state in which it appears on the play field 300.
[0056] When a plurality of characters (ally player characters and / or enemy player characters) attack a neutral character, and the judgment result of the battle result judgment unit 45 indicates that the player character who defeated the neutral character is the player character who last performed the attack that reduced the HP of the neutral character to zero, the character state determination unit 50 associates the neutral character with the player of this player character. When a plurality of characters attack a special character, and the judgment result of the battle result judgment unit 45 indicates that the player character who defeated the special character is the player character who last performed the attack that reduced the HP of the special character to zero, the character state determination unit 50 associates the special character with the team to which this player character belongs.
[0057] Furthermore, when the target character is an enemy player character, the character state determination unit 50 moves the enemy player character that lost the match (e.g., an enemy character whose predetermined parameter such as HP has become zero) from the position of defeat on the playfield 300 to the enemy home base 304 after a predetermined time has elapsed (i.e., after a predetermined return time has elapsed). Then, the character action control unit 30 controls the action of the enemy player character that has been moved to the enemy home base 304 in response to an instruction from the player of the enemy player character. The character state determination unit 50 can give an advantageous effect (e.g., an HP recovery effect) to the enemy player character that is present in the enemy home base 304.
[0058] Regardless of the target character, when the player character is defeated, the character state determination unit 50 moves the player character from the defeated position on the playfield 300 to the ally's home base 302 after a predetermined time has elapsed (i.e., after a predetermined return time has elapsed). In this case, the character action control unit 30 may restore the HP, etc. of the player character to full. Then, the character action control unit 30 controls the action of the player character that has been moved to the ally's home base 302 in response to an instruction from the player of the player character. The character state determination unit 50 can give an advantageous effect (for example, an HP recovery effect, etc.) to the ally player character that is present in the ally's home base 302.
[0059] (Allied character control unit 55) The ally character control unit 55 controls the actions of the ally characters based on information indicating the determination results of the character state determination unit 50. Specifically, when a neutral character is associated with a player, the ally character control unit 55 controls so that a predetermined effect by the ally character can occur on the playfield 300. In other words, when the player has an ally character, the ally character control unit 55 controls so that an effect based on the characteristics of the ally character can occur on the playfield 300.
[0060] For example, when the determination result of the character state determination unit 50 indicates that the player character meets the acquisition condition of the neutral character in a battle between the player character and the neutral character, the player has the neutral character as an ally character, and the ally character is stored in the character storage area. Then, the ally character control unit 55 controls the appearance of the ally character from the character storage area to the playfield 300 and the storage of the ally character in the character storage area so as to be repeatable. In this case, an effect is generated in which the appearance of the ally character in the playfield 300 and the storage in the character storage area can be repeated. For example, the ally character control unit 55 prohibits the appearance of the ally character from the character storage area to the playfield 300 for a predetermined time from the acquisition of the neutral character by the player (i.e., from the time the neutral character disappears from the playfield 300 and is stored in the character storage area as an ally character), and after the predetermined time has elapsed, enables the appearance of the ally character from the character storage area to the playfield 300 and the storage from the playfield 300 to the character storage area in response to an instruction of the player received via the input unit 20.
[0061] In addition, when an ally character appears on the playfield 300 in response to an instruction from the player, the ally character control unit 55 executes control to automatically make the appeared ally character follow the player character around the player character. That is, the ally character control unit 55 makes the ally character follow the player character moving in the playfield 300 in response to an instruction from the player received via the input unit 20. Then, the ally character control unit 55 makes the ally character automatically execute an attack on an enemy player character, another neutral character, and / or a special character that exists within a predetermined range from the ally character appearing on the playfield 300. Note that the ally character control unit 55 prohibits an attack by the ally character against the ally player character and / or the ally character of the ally player character.
[0062] Then, the ally character control unit 55 automatically makes the ally character attack the enemy player character, other neutral characters, and / or special characters, and gives damage based on the attack to the "enemy player character, other neutral characters, and / or special characters (attack target character)". The ally character may attack the attack target character that is closest to the ally character among the attack target characters located within a predetermined range of the ally character, or may attack the attack target character that the player character is attacking. Furthermore, when the ally character is attacked by the attack target character, the ally character control unit 55 gives damage based on the attack to the ally character. Then, the ally character control unit 55 judges the result of the battle between the ally character and the attack target character. That is, the ally character control unit 55 judges which character has won or lost the battle based on the change in the status of the ally character and the change in the status of the attack target character. For example, the ally character control unit 55 judges that the character whose HP has become zero has been defeated. The ally character control unit 55 supplies the judgment result to the point-granting control unit 62.
[0063] In addition, when the player acquires a neutral character as an ally character, the ally character control unit 55 can generate a predetermined effect (e.g., an effect of a technique or skill set for the ally character) that is previously associated with the ally character in a predetermined area of the play field 300. For example, when a player character of the team to which the player belongs is present in a predetermined area of the play field 300, the ally character control unit 55 can generate an advantageous effect (e.g., HP recovery, etc.) for the player character, and when a player character of a team hostile to the team to which the player belongs is present in the predetermined area, the ally character control unit 55 can generate an unfavorable effect (e.g., reduction in attack power, etc.) for the player character.
[0064] (Special character control section 57) The special character control unit 57 refers to information indicating the determination result received from the character state determination unit 50, and when the result of the match between the player character and the special character indicates a victory of the player character and information is acquired that the special character is associated with the team to which the player character belongs (i.e., the friendly team), the special character control unit 57 generates a predetermined effect on one or more player characters of the friendly team that exist within a predetermined range centered on the special character. The predetermined effect may be an effect that gives an advantage to the team to which the player character that has defeated the special character belongs in the progress of the game. Furthermore, when the special character is associated with the friendly team, the special character control unit 57 may automatically advance the special character toward the enemy base of the enemy team provided in the playfield 300.
[0065] Here, the special character may be a character with various characteristics. Examples of the special character include a special character that inherits the points of the player character when defeated by the player character (hereinafter, may be referred to as a "first special character"), and a special character that has a predetermined number of points or more in advance, and when defeated by the player character, is associated with the team to which the player character belongs (ally team), and moves toward the enemy base while attacking the enemy player character (hereinafter, may be referred to as a "second special character").
[0066] Specifically, when the player character and the first special character fight, the special character control unit 57 refers to information indicating the determination result received from the character state determination unit 50, and when the result of the fight between the player character and the first special character indicates the victory of the player character, the special character control unit 57 makes the first special character take over the points owned by the player character who defeated the first special character. Then, the special character control unit 57 controls the first special character to advance the first special character toward the enemy base 312 of the enemy team that is closest to the point where the first special character was defeated by the player character. When the first special character enters a predetermined range from the enemy base 312, the special character control unit 57 supplies information indicating that the first special character is located within the range to the scoring unit 70.
[0067] Furthermore, when the first special character is attacked by an enemy player character, the special character control unit 57 reduces the HP of the first special character in response to the attack. When the HP of the first special character becomes zero, the special character control unit 57 can eliminate the first special character. In this case, the special character control unit 57 may also erase the points that the first special character has inherited from the player character.
[0068] Furthermore, when the player character and the second special character fight, the special character control unit 57 refers to information indicating the determination result received from the character state determination unit 50, and when the result of the fight between the player character and the second special character indicates the victory of the player character, the special character control unit 57 makes the second special character belong to the team of the player character. Then, the special character control unit 57 controls the second special character to advance toward the enemy base 312 of the enemy team that is closest to the point where the second special character was defeated by the player character. The special character control unit 57 may make the second special character attack an enemy player character that exists within a predetermined range from the second special character. When the second special character enters a predetermined range from the enemy base 312, the special character control unit 57 supplies information indicating that the second special character is located within the range to the scoring unit 70.
[0069] Furthermore, when the second special character is attacked by an enemy player character, the special character control unit 57 reduces the HP of the second special character in response to the attack. When the HP becomes zero, the special character control unit 57 can eliminate the second special character.
[0070] (Experience point granting section 60) The experience value imparting unit 60 imparts experience values to the player character. The experience value is a value acquired by the player character, and the level is a numerical value determined according to the cumulative total of the experience values imparted, and is a numerical value representing the rank of the player character. When the experience value acquired by the player character achieves a predetermined condition (for example, when it exceeds a predetermined threshold), the level of the player character can be raised in stages.
[0071] The experience value imparting unit 60 imparts a predetermined experience value to the player character based on the information indicating the battle result received from the battle result determining unit 45. That is, the experience value imparting unit 60 imparts an experience value to the player character when the player character wins a battle against a neutral character and / or a special character, and / or when the player character wins a battle against an enemy player character. The experience value imparting unit 60 may impart a higher experience value to the player character when the player character wins against an enemy player character than the experience value imparted to the player character when the player character wins against a neutral character. In addition, the experience value imparting unit 60 can impart a predetermined experience value to the player character based on the passage of game time, impart an experience value to the player character by the player character supplying points to the enemy base, and / or impart a predetermined experience value to the player character when information from a base control unit 80 described later indicates the destruction of the enemy base by the player character.
[0072] In addition, while the experience point granting unit 60 can continuously grant a predetermined amount of experience points to the player character from the start to the end of the game, when the player character is defeated in a match against another character, a neutral character, and / or a special character and the character state determination unit 50 moves the player character to the ally's home base 302, the experience point granting unit 60 can not grant experience points to the player character for the period from the time the player character is defeated to the time the move to the ally's home base 302 is completed.
[0073] Furthermore, the game system 1 can make items that the player character can acquire experience points by acquiring them appear at predetermined positions on the playfield 300 or by defeating neutral characters. When the player character acquires the item, the experience point granting unit 60 grants the player character experience points. The experience point granting unit 60 supplies information on the experience points granted to the player character to the evolution control unit 64.
[0074] (Point allocation control unit 62) The point-giving control unit 62 controls the giving of points owned by a neutral character associated with a player to the player character based on the determination result of the battle result determination unit 45 and / or the ally character control unit 55. That is, when the player character wins against a neutral character in a battle with the neutral character, the point-giving control unit 62 gives the player character the points owned by the neutral character. Also, when the player character wins against an enemy player character in a battle with the enemy player character, the point-giving control unit 62 gives the player character a predetermined number of points.
[0075] The point-giving control unit 62 may give a predetermined number of points to a player character when the player character wins against a special character in a match against the special character. However, since the special character gives an advantageous effect to the team to which the player character who won against the special character belongs, the point-giving control unit 62 may not give a predetermined number of points to the player character when the player character wins against a special character, from the viewpoint of considering the game balance, etc.
[0076] When the point-giving control unit 62 gives points to the player character, it adds the points to be given to the points already held by the player character, and makes the player character hold the points after the addition. An upper limit can be set for the points that the player character can hold (for example, an upper limit can be set, such as 50 points or 100 points). When the points held by the player character have reached the upper limit, the point-giving control unit 62 does not give points to the player character even if the player character newly defeats a neutral character. In this case, the point-giving control unit 62 prohibits the giving of points to the player character even if the player character newly defeats a neutral character, unless the points held by the scoring unit 70 are set to zero or less than the upper limit by a scoring process to be described later. In this way, by setting an upper limit for the points that can be held, it becomes easier for the player to have an incentive to the scoring process to be performed by the scoring unit 70 to be described later.
[0077] Furthermore, the point-granting control unit 62 may reduce the number of points held by the player character by a predetermined amount when the player character having points is defeated in a match against an enemy player character, a special character, and / or a neutral character. Furthermore, when the point-granting control unit 62 acquires from the ally character control unit 55 a determination result indicating that an ally character on the playfield 300 has been defeated in a match against the player character, another neutral character, and / or a special character, the point-granting control unit 62 may reduce the number of points held by the player character by a predetermined amount. Note that the point-granting control unit 62 causes the display unit 10 to display the number of points held by the player character near the player character and / or near the character storage area.
[0078] In addition, when a neutral character is already associated with the player (i.e., when an ally character already exists) and the player character fights and wins against a new neutral character, the character state determination unit 50 erases the ally character stored in the character storage area. In addition, when an ally character is out of the character storage area onto the playfield 300 and the player character and / or the ally character fights and wins against a new neutral character, the character state determination unit 50 erases the ally character that is out onto the playfield 300. In these cases, although the ally character has been erased, the point-granting control unit 62 does not need to reduce the points held by the player character, and does not need to change the points that the player character can acquire depending on the remaining HP of the ally character at the time when the new neutral character is defeated.
[0079] (Evolution Control Unit 64) The evolution control unit 64 evolves the player character based on the experience value imparted to the player character by the experience value imparting unit 60. Specifically, the evolution control unit 64 may evolve the player character when the player character reaches a predetermined level and / or acquires a predetermined value or more of experience value. The evolution control unit 64 may enable the player character to use a predetermined technique in accordance with the evolution of the player character. Furthermore, the evolution control unit 64 may change the content of the technique that the player character can use and / or the effect of the technique in accordance with the level of the player character.
[0080] In this way, in the game system 1, it is possible to enable the player character to use a predetermined technique based on the experience points acquired by the player character. Therefore, unlike conventional games, the game system 1 does not require the player to purchase items such as weapons in the game using in-game currency or the like, so that the player can smoothly strengthen the player character and enjoy the game without complicated operations.
[0081] (Scoring Unit 70) When at least one of the player character and the ally character is located within a predetermined area provided in the playfield 300, the scoring unit 70 converts the points given to the player character into the score of the ally team of the player in response to a predetermined operation of the player received via the input unit 20 when at least one of the player character and the ally character is located within a predetermined range of the enemy base 312 of the enemy team provided in the playfield 300. In this case, when the scoring unit 70 converts the points into the score of the ally team, the character state determination unit 50 erases the ally character stored in the character storage area or the ally character appearing in the playfield 300. Furthermore, the scoring unit 70 supplies a supply value according to the score to the enemy base 312 to cause the enemy base 312 to accumulate the supply value. The scoring section 70 supplies the scores of each team to the winner / loser determination section 85 , and supplies information regarding the supply values accumulated in the opponent's base 312 to the base control section 80 .
[0082] Here, when the scoring unit 70 converts the points of the player character into the points of the friendly team (i.e., when scoring), and when the supply value according to the points is accumulated in the enemy base 312, the scoring unit 70 may complete the scoring and accumulation when a predetermined time has elapsed. That is, the scoring unit 70 may not complete the scoring and accumulation of the supply value until a predetermined time has elapsed from the time when the player character enters within a predetermined range of the enemy base 312. Note that, in one enemy base 312, the scoring unit 70 may score the points until the durability value of the one enemy base 312, which will be described later, reaches an upper limit. Note that, the scoring unit 70 may not start the passage of a predetermined time when the player character merely enters within a predetermined range of the enemy base 312, but may start the passage of time after the player performs a scoring operation.
[0083] Furthermore, the scoring unit 70 may shorten the predetermined time required to complete the scoring and accumulation of the supply value when a predetermined special character (e.g., a first special character) belonging to the friendly team is present within a predetermined range of the enemy base 312. In this case, a player character belonging to the friendly team that is present within a predetermined range from the special character and also within a predetermined range of the enemy base 312 can score the points he or she possesses and supply a supply value according to the score obtained by the scoring to the enemy base 312 at the time when the shortened predetermined time has elapsed.
[0084] Furthermore, when the scoring unit 70 receives information from the special character control unit 57 indicating that the first special character is located within a predetermined range from the enemy base 312, it can set at least the points carried over by the first special character as the score of the friendly team, and supply a supply value corresponding to the score to the enemy base 312 to accumulate the supply value in the enemy base 312. When the scoring unit 70 receives information from the special character control unit 57 indicating that the second special character is located within a predetermined range from the enemy base 312, it can set the points held by the second special character as the score of the friendly team, and supply a supply value corresponding to the score to the enemy base 312 to accumulate the supply value in the enemy base 312.
[0085] Furthermore, when the points possessed by the player character are converted into the score of the player character's team, the scoring unit 70 restricts the generation of the effect of the ally character. For example, the scoring unit 70 erases the ally character stored in the character storage area or the ally character appearing in the playfield 300. Here, the ally character may be erased immediately after the point is converted into a score, or may be erased after a predetermined time has elapsed after the point is converted into a score. The scoring unit 70 may change the status of the ally character without deleting it. For example, the scoring unit 70 may decrease the HP, attack power, defense power, etc. of the ally character in association with the conversion of the points into a score. This allows the player to select whether to convert the points into a score even if the ally character is weakened, or to leave the points unconverted and use the ally character as a member of the team without weakening it. Furthermore, when the scoring unit 70 converts the points into a score of the ally team, the scoring unit 70 may erase the effect of the ally character that has been generated in a predetermined area of the playfield 300.
[0086] (Base control unit 80) First, a predetermined durability value is set for each base, that is, for the friendly base and the enemy base. When there are multiple bases, the durability values of each base may be the same or different. However, from the viewpoint of improving the strategy of the game, when there are multiple bases, an upper limit can be set for the durability value of each base, and the durability value of each base can be made different. For example, when there are multiple enemy bases 312 in the playfield 300, the closer to the friendly base 302, the lower the durability value of the enemy base 312 can be set, and the farther from the friendly base 302, the higher the durability value of the enemy base 312 can be set. In addition, for the enemy base 312 (last base) closest to the enemy base 304, a substantial upper limit may not be set for the durability value. Note that a high durability value corresponds to an increase in the amount of points that the opposing team can score. Then, when the total value of the supply values accumulated in the enemy base 312 by the scoring unit 70 becomes equal to or greater than the durability value, the base control unit 80 stops the function of the enemy base. The base control unit 80 controls the friendly base 310 in the same manner. The base control unit 80 supplies information indicating the control result to the experience value providing unit 60 and the winner / loser determining unit 85 .
[0087] In addition, when there are multiple bases, the base control unit 80 enables the function to be stopped from the base closest to the base of the team to which the player character belongs (the teammate base 302 if the player character is on the teammate's team, or the enemy base 304 if the player character is on the enemy team). For example, when the player character is a player character on the teammate's team, and multiple enemy bases 312 exist at intervals from the side closer to the teammate base 302 toward the enemy base 304, the base control unit 80 can prevent the function of another enemy base 312 next to the enemy base 312 (i.e., the enemy base 312 next closest to the teammate base 302) from being stopped (i.e., after destroying the enemy base 312).
[0088] Furthermore, when a player character of a team to which a given base belongs exists within a predetermined range from a given base (for example, when a player character of an ally team or an ally player character exists within a predetermined range from an ally base), the base control unit 80 can generate an advantageous effect for the player character. The advantageous effect may be, for example, gradually recovering the HP of a player character of an ally team that exists within a predetermined range from the ally base over time, or increasing the offensive power, defensive power, etc., for a certain period of time and by a certain percentage. Note that, when a player character of a team to which a given base belongs once enters within a predetermined range from a base, the base control unit 80 may continue to generate the advantageous effect for a certain period of time even if the player character goes out of the predetermined range.
[0089] When a player character and / or an ally character of one team is present within a predetermined range from a base of one team, the base control unit 80 may cause the base to attack the player character and / or the ally character of the player character that enters the range. However, from the viewpoint of making the progress of the game intuitively easy to understand, the base control unit 80 may not cause the base to attack the characters.
[0090] (Winner / Loser Division 85) The winner / loser determination unit 85 ends the game when a predetermined game time has elapsed, and determines the winner / loser of the game based on the score of each team at the end of the game. The winner / loser determination unit 85 determines the winner / loser of the game based on information received from the scoring unit 70 and / or information received from the base control unit 80. That is, the winner / loser determination unit 85 determines the winner / loser of the game based on the total score obtained by scoring points based on the player's instructions and the score obtained by scoring points based on the action of the special character, rather than the points held by each character. The winner / loser determination unit 85 compares the scores of each team, and determines the team with the higher score as the winning team. The winner / loser determination unit 85 causes the display unit 10 to display the winner / loser of each team together with the score of each team.
[0091] (Limit Generation Part 87) In the play field 300, a plurality of bases of each team are provided at intervals. That is, a plurality of bases of the friendly team (friendly bases) and a plurality of bases of the enemy team (enemy bases) are provided at a predetermined interval. Then, when a player character of a team other than the team to which the bases belong and an ally character of the player character invade between one base and another base adjacent to the one base, the restriction generating unit 87 imposes a restriction on the movement of the player character and the ally character. The restriction is, for example, a restriction to slow down the movement speed or an effect of reducing HP. For example, when a player character and / or an ally character of the friendly team invades between one enemy base and another enemy base adjacent to the one enemy base, the restriction generating unit 87 can slow down the movement speed of the player character and / or the ally character. The restriction generating unit 87 may display a situation in which the movement is restricted on the display unit 10. For example, the restriction generating unit 87 may represent a situation in which movement is restricted by superimposing a predetermined mark, pattern, or the like around the player character and / or ally character whose movement is restricted.
[0092] Here, in the case where a predetermined restriction is applied between a base and another base adjacent to the base, if the function of at least one of the base or the other base is stopped by the base control unit 80, the restriction generating unit 87 cancels the predetermined restriction. In addition, the restriction generating unit 87 can also enable the stop of the function of the other base adjacent to the base, on the condition that the function of the base of the other team closer to the home base of one team is stopped. In other words, in the case where there are multiple bases (e.g., enemy bases), after the function of the enemy base closer to the home base of the team is stopped (i.e., after the friendly player character destroys this enemy base), the restriction generating unit 87 enables the stop of the function of the enemy base next closest to the friendly base (i.e., the destruction of this enemy base by the friendly player character becomes possible).
[0093] (Time limit control unit 90) In the game system 1, a time limit for which the game can be executed is set in advance. In addition, an extension base capable of extending the time limit may be provided in the play field 300, or may appear after a predetermined time has elapsed since the start of the game. Then, the time limit control unit 90 extends the time limit by a predetermined time when one or more player characters belonging to the friendly team are present within a predetermined range from the extension base for a predetermined time (hereinafter, sometimes referred to as "extendable time"). Here, the extension base may be destroyable by an opponent's player character attacking and inflicting a predetermined damage. In addition, when one or more player characters belonging to the friendly team are present within a predetermined range from the extension base, the time limit control unit 90 may reset a count of the extendable time or extend the extendable time itself when an enemy player character attacks the one or more player characters of the friendly team.
[0094] [Example of operation of the input section of the game system 1] FIG. 5 shows an overview of an example of a movement instruction to a player character by an input unit in the game system according to this embodiment.
[0095] In the game system 1, the player can operate the player character 400 in a play field 300, which is a virtual space, by using an information terminal 3 equipped with a touch panel, for example. Here, the game system 1 displays, on the display unit 10, a movement instruction input area 212 that accepts a movement instruction for the player character 400, so as to be perceptible by the player. The movement instruction input area 212 has a direction display area 214 that indicates the movement direction of the player character 400, and a direction indication unit 216 that accepts the movement direction and movement instruction for the player character 400 from the player.
[0096] For example, as shown in FIG. 5, the display control unit 15 displays the direction display area 214 in a predetermined area of the display unit 10. Then, when the input unit 20 has not received a movement instruction for the player character 400 from the player or at the moment of receiving the same, the display control unit 15 displays the direction indicator 216 on the display unit 10 at a predetermined position (for example, the center) of the direction display area 214. Then, when the input unit 20 receives a movement instruction for the player character 400 from the player, for example, when the player's finger touches the vicinity of the direction display area 214 of the touch panel and the movement direction and movement instruction of the player character 400 by the player's finger (for example, a movement instruction by sliding the finger in a predetermined direction) are received, the direction indicator 216 is displayed at the contact position (hereinafter, the position where the finger not touching the touch panel touches the touch panel is referred to as the "initial position"). Note that the direction indicator 216 is displayed in an area that can be displayed in a superimposed manner with the direction display area 214.
[0097] Then, as shown in FIG. 5, the input unit 20 detects the current position of the finger on the touch panel (hereinafter, the position where the finger is currently in contact with the touch panel is referred to as the "current position". However, at this stage, it is assumed that the finger has not substantially left the touch panel from the "initial position" to the "current position".) and the display unit 10 displays on the display unit 10 the movement of the direction indicator 216 to a position corresponding to the direction from the initial position to the current position and to a predetermined position around the direction display area 214 based on the detection by the input unit 20. In the example of FIG. 5, an instruction to move the player character 400 in the upper left direction of the play field 300 is input. Then, the character movement control unit 30 moves the player character 400 based on the instruction received by the input unit 20. In the example of FIG. 5, the player character 400 moves in the upper left direction.
[0098] The direction indication unit 216 may be displayed and moved inside and around the direction display area 214. When the touch panel is no longer touched by a finger, the input control unit 210 may erase the display of the direction indication unit 216. When the finger next touches the vicinity of the direction display area 214, the input control unit 210 repeats the same control as above. In the above example, the input control unit 210 accepts the player's instructions via the touch panel, but the input control unit 210 can also accept the player's instructions via another input unit 20 such as a mouse or a keyboard.
[0099] The display unit 10 also displays an attack instruction area 600 in which the player character 400 receives an instruction to attack a target character such as a neutral character or an enemy player character, and a technique generation area 602 in which an instruction to generate a predetermined technique is received. The input control unit 210 receives instructions from the player to the attack instruction area 600 and the technique generation area 602, and supplies the received instructions to the match control unit 40. The match control unit 40 controls the match between the player character 400 and the target character based on the received instructions. If the player character 400 is not permitted to use a predetermined technique, a mark indicating that the technique cannot be used is displayed in the technique generation area 602, and if the player character 400 is permitted to use a technique due to gaining experience points, leveling up, evolution, or the like, a mark indicating a usable technique is displayed in the technique generation area 602.
[0100] Furthermore, the display unit 10 can display in a predetermined area an overall view 318 which is a reduced map of the entire play field 300, a character storage area 320, a stored character display 322 which displays an ally character stored in the character storage area 320, an ally team score 500 which indicates the score of the ally team, an enemy team score 502 which indicates the score of the enemy team, a remaining game time 504 which indicates the remaining game time, and a player score 506 which indicates the player's own score. The overall view 318 may display the positions of the ally player character, the enemy player character, the neutral character, and / or the special character in real time, and for the ally player character and the enemy player character, the points possessed by each character may be displayed. In addition, the display unit 10 can display a return instruction area 700 which allows the player character 400 to return to the ally home base 302 over a predetermined time in response to an instruction from the player received via the input unit 20, regardless of where the player character 400 is located on the play field 300 at the time of the instruction.
[0101] In the following description, in order to simplify the description, the movement instruction input area 212 will not be shown or described.
[0102] [Example of a match with a neutral character] 6 to 8 show an overview of a battle between a player character and a neutral character in the game system according to this embodiment. Specifically, Fig. 6 shows an overview of the battle at the start of an attack, Fig. 7 shows an overview of the battle immediately after the player character 400 wins, and Fig. 8 shows an overview of the point display.
[0103] 6, when a neutral character 410 is present within a predetermined range from a player character 400 moving on a lane 306 of a playfield 300 in response to a player's operation, the match-up control unit 40 enables the player character 400 to attack the neutral character. Then, when the match-up control unit 40 receives an attack instruction from the player to the neutral character 410 via the input unit 20, the match-up control unit 40 starts a match between the player character 400 and the neutral character 410. For example, when the input unit 20 receives an instruction from the player to the attack instruction area 600, the match-up control unit 40 causes the player character 400 to execute an attack on the neutral character 410 (for example, a normal attack that the player character 400 can use from the start of the game).
[0104] Here, the display unit 10 can display the status 510 of the player character 400 near the player character 400, and the status 411 of the neutral character 410 near the neutral character 410. For example, the status displays the level, HP, and owned points of each character. As an example, the status has a rectangular part showing the HP by the length of the horizontal bar, a substantially square level display area showing the character's level in numerical value at the left end of the rectangular part, and a hexagonal point display area showing the points the character has at the right end of the rectangular part. In the example of FIG. 6, the status 510 shows that the player character 400 is at level "1", the HP is full, and the owned points are zero, and the status 411 shows that the neutral character 410 is at level "1", the HP is full, and the owned points are "1".
[0105] The match control unit 40 causes the display unit 10 to display the status 510 and the status 411 (for example, the decrease in HP, etc.) that change in response to the match between the player character 400 and the neutral character 410. Then, for example, when the HP of the neutral character 410 becomes zero due to an attack by the player character 400, the match result determination unit 45 determines that the player character 400 has won against the neutral character 410. Next, the character state determination unit 50 associates the neutral character 410 with the player of the player character 400 based on the determination result of the match result determination unit 45. This means that the player has acquired the neutral character 410.
[0106] Then, as shown in Fig. 7, the character state determination unit 50 erases the display of the neutral character 410 from the playfield 300 and stores the defeated neutral character 410 in the character storage area 320 for the player as an ally character. For example, the display unit 10 displays the ball-shaped character storage area 320 at a predetermined position and displays a stored character display 322 that displays the ally character stored in the character storage area 320 at a position in contact with the character storage area 320 or in the vicinity thereof. In the example of Figs. 6 and 7, since the neutral character 410 has become an ally character, it can be understood by referring to the stored character display 322 that the neutral character 410 is stored in the character storage area 320 as an ally character. The stored character display 322 displays, for example, an image of the ally character, but may also display the name of the ally character. In this case, the display unit 10 may display a presentation display 800 indicating the acquisition of a neutral character or the acquisition of points / experience points at a predetermined position to make it easy for the player to understand that the player character 400 has acquired a neutral character 410.
[0107] Also, the lapse of a predetermined time may be set as a condition before the ally character control unit 55 is allowed to repeatedly cause an ally character to appear on the playfield 300 from the character storage area 320 and store the ally character in the character storage area 320. That is, the ally character may be prohibited from appearing on the playfield 300 until a predetermined time has elapsed since the ally character was stored in the character storage area 320. The display unit 10 may display the lapse of the predetermined time so as to be superimposed on the character storage area 320 and perceptible to the player. For example, the display unit 10 displays a countdown 324 indicating the time until the ally character control unit 55 is allowed to control the appearance of the ally character on the playfield 300 and the storage in the character storage area 320. After the countdown display 324 ends, the ally character control unit 55 allows the ally character stored in the character storage area 320 to appear on the playfield 300 in response to an instruction from the player.
[0108] Furthermore, since the player character 400 has defeated the neutral character 410, the point-giving control unit 62 grants the points possessed by the neutral character 410 to the player character 400. In this case, the point-giving control unit 62 updates the point display area of the status 510 of the player character 400, and causes the display unit 10 to display that the player character has acquired points. In the example of FIG. 7, since the points possessed by the neutral character 410 are "1", the points acquired by the player character are also "1", and since the points possessed by the player character before acquiring these points were "0", "1" is displayed in the point display area of the status 510.
[0109] The point-granting control unit 62 can also display the points acquired by the player character as a point display 512 near the character storage area 320. However, until a predetermined time has elapsed until the ally character control unit 55 can repeatedly cause an ally character to appear on the playfield 300 from the character storage area 320 and store the ally character in the character storage area 320, the point display 512 displays the points the player character had before defeating the neutral character 410 and acquiring the points. In the example of FIG. 7, the points the player character 400 had before defeating the neutral character 410 were zero (as shown in the status 510 displayed in FIG. 6), so the point display 512 is also zero. Note that if the player character 400 had a predetermined number of points before defeating the neutral character 410, the predetermined number is displayed on the point display 512.
[0110] Then, when a predetermined time has elapsed until the ally character control unit 55 can repeatedly cause an ally character to appear on the playfield 300 from the character storage area 320 and store the ally character in the character storage area 320 (in this case, the countdown display is erased), the point-granting control unit 62 updates the display of the point display 512 according to the points possessed by the neutral character 410 defeated by the player character 400, as shown in Fig. 8. That is, in the example of Fig. 8, since the points possessed by the neutral character 410 defeated by the player character 400 were "1" as shown in Fig. 6, the "0" in the point display 512 shown in Fig. 7 is updated to "1" in the point display 514 shown in Fig. 8. As a result, "1" is also displayed in the point display 514.
[0111] Furthermore, since the player character 400 won the match against the neutral character 410, the experience value imparting unit 60 imparts a predetermined experience value to the player character 400. The experience value imparting unit 60 displays the level of the player character 400, which is determined according to the cumulative total of the experience values acquired by the player character 400, in a level display area of the status 510.
[0112] [Example of fighting together with friendly characters] 9 and 10 show an overview of how the player character and the ally character fight together in the game system according to this embodiment. Specifically, Fig. 9 shows an example of a state in which the ally character is stored in the character storage area 320, and Fig. 10 shows an example of a state in which the ally character appears on the playfield 300.
[0113] First, as shown in FIG. 9, it is assumed that the player character 402 is fighting against the enemy player character 420 in a state where the ally characters of the player character 402 are stored in the character storage area 320. The ally characters stored in the character storage area 320 can be grasped from the stored character display 322. The match control unit 40 controls the match between the player character 402 and the enemy player character 420. The match control unit 40 also causes the display unit 10 to display the status 510 of the player character 402 and the status 511 of the enemy player character 420, which change according to the match between the player character 402 and the enemy player character 420. The status 510 is displayed near the player character 402, and the status 511 is displayed near the enemy player character 420.
[0114] Specifically, when an enemy player character 420 exists within a predetermined range from the player character 402, the match control unit 40 enables the player character 402 to attack the enemy player character 420. Then, when the match control unit 40 receives an attack instruction from the player to the enemy player character 420 via the input unit 20, the match control unit 40 starts a match between the player character 402 and the enemy player character 420. For example, when the input unit 20 receives an instruction from the player to the attack instruction area 600, the match control unit 40 causes the player character 402 to execute an attack on the enemy player character 420, and when the input unit 20 receives an instruction from the player to the technique generation area 602, the match control unit 40 causes the player character 402 to execute an attack using a technique on the enemy player character 420. Note that, when the player causes the player character 402 to execute an attack using a technique via the technique generation area 602, the match control unit 40 may prohibit the player character 402 from executing the technique again until a predetermined time has elapsed since the execution of the technique.
[0115] Next, as shown in FIG. 10, the ally character control unit 55 makes the ally character 412 stored in the character storage area 320 appear on the playfield 300 based on an instruction from the player who makes the ally character 412 appear on the playfield 300. Here, the "stored ally character" refers to the ally character 412 that can be made to appear on the playfield 300 at any timing in response to an instruction from the player. The stored character display 322 displays the ally character 412 appearing on the playfield 300. Specifically, the ally character control unit 55 makes the ally character 412 stored in the character storage area 320 appear on the playfield 300 in response to an instruction from the player to the character storage area 320 received via the input unit 20 (for example, an instruction by the player's tap operation on the character storage area 320). Then, the ally character control unit 55 controls the appeared ally character 412 to move around the player character 402 while automatically following the player character 402. Furthermore, the ally character control unit 55 automatically executes an attack on an enemy player character 420 that exists within a predetermined range from the ally character 412. In the example of Fig. 10, the ally character 412 is controlled by the ally character control unit 55 and executes an attack on the enemy player character 420. Furthermore, in response to a second instruction from the player to the character storage area 320 received via the input unit 20, the ally character control unit 55 stores the ally character 412 appearing on the playfield 300 in the character storage area 320 again.
[0116] When the ally character 412 appears on the playfield 300, the ally character control unit 55 can also change the display icon in the character storage area 320 to show a state in which the ally character 412 is outside. As an example, when the character storage area 320 is represented by a ball-shaped display icon, when the ally character is stored, the ball can be shown in a closed state as shown in Fig. 9, and when the ally character appears on the playfield 300, the ball can be shown in an open state as shown in Fig. 10.
[0117] Then, when the enemy player character 420 is defeated by an attack by the player character 402 and / or the ally character 412, the experience value granting unit 60 grants a predetermined amount of experience value to the player character 402. Here, when the ally character 412 is defeated by an attack from the enemy player character 420, the ally character control unit 55 erases the ally character 412 from the playfield 300. As a result, the player no longer has any ally characters. Then, the point granting control unit 62 obtains a determination result indicating that the ally character 412 has been defeated from the ally character control unit 55, and reduces the points held by the player character by a predetermined amount.
[0118] The method of fighting together with the ally character 412 is not limited to the above example, and can be realized in various ways. For example, the movement of the ally character 412 and the attack by the ally character 412 against the enemy player character 420 may not be automatically executed, but may be executed based on the operation instruction of the player. Also, in response to the player's instruction to the character storage area 320 received via the input unit 20, the ally character 412 may not appear on the play field 300, and a predetermined game effect such as a technique or an item associated with the ally character 412 may occur in a predetermined range of the play field 300. In this case, the ally character control unit 55 can restrict the use of the technique or the item associated with the ally character 412 when a predetermined condition is satisfied, such as the player character being defeated by an attack from the enemy player character 420.
[0119] [Point scoring example] Figures 11 and 12 show an overview of an example of scoring in the game system according to this embodiment. Specifically, Figure 11 shows an example of a state before the points owned by the player character 402 are scored, and Figure 12 shows an example of a state after the points owned by the player character 402 are scored.
[0120] When the player character 402 has points, the scoring unit 70 can convert the points into points for the team to which the player character 402 belongs under a predetermined condition. FIGS. 11 and 12 show an example in which points are awarded to the team (alliance team) of the player character 402. Note that FIG. 11 shows that the allied team score 500 is "162 points" and the enemy team score 502 is "190 points", and that the points acquired by the individual player up to the time when the state of FIG. 11 was reached are "67 points" in the player score 506. FIG. 11 also shows the remaining game time 504 (FIG. 11 shows an example in which the remaining time is 30 seconds).
[0121] First, as shown in Fig. 11, the player character 402 has a predetermined number of points. The points owned by the player character 402 are displayed in a point display area of the status 510 of the player character 402 and in a point display 514 displayed near the character storage area 320 (in the example of Fig. 11, the player character 402 has "46" points. In addition, in the example of Fig. 11, the level of the player character 402 is displayed in the level display area and is level "14").
[0122] When the player character 402 enters within a predetermined range from the enemy base 312 (hereinafter, sometimes referred to as "enemy base area"), the points possessed by the player character 402 are converted into points for the team in response to a player's instruction for scoring received via the input unit 20. Specifically, the enemy base 312 has, for example, a substantially circular area. When the player character 402 enters this area, the scoring unit 70 can display in the character storage area 320 a score that can be scored. In the example of FIG. 11, an arrow shape is added to the ball shape displayed in the character storage area 320, and the text "Score a goal" is displayed.
[0123] In this state, when the input unit 20 receives an instruction (e.g., a tap operation) from the player to the character storage area 320, the scoring unit 70 executes a scoring process. Specifically, the scoring unit 70 does not score points until a predetermined time has elapsed from the time the player issues a scoring instruction to the character storage area 320, and executes the scoring of points when the predetermined time has elapsed. In other words, the scoring unit 70 executes a countdown process until the scoring. Here, if the player character 402 goes outside the enemy base area or is defeated by the enemy player character 420 before the scoring of points is completed, the countdown process by the scoring unit 70 may be reset.
[0124] Then, when a predetermined time has elapsed, the scoring unit 70 converts the points possessed by the player character 402 into the points of the team of the teammates. In the example of FIG. 12, the "46" points possessed by the player character 402 are converted (scored) into points, and are added to the points of the team of the teammates. When the scoring unit 70 converts the points possessed by the player character 402 into points, it resets the points possessed by the player character 402 to zero, and displays a message to that effect. For example, it resets the display in the point display area of the status 510 of the player character 402 to "0", and erases the point display 514 displayed near the character storage area 320.
[0125] After converting the points into points and adding them to the teammate's score, the scoring unit 70 updates and displays the display of the teammate's score and the display of the player's individual score. In the example of FIG. 12, the teammate's score 500 is "254 points" and the player's individual score 506 is "159 points." When the scoring unit 70 has completed converting the points into points, it may display a display 802 indicating that the scoring has been successful at a predetermined position on the display unit 10 (for example, a text display such as "Goal successful!" may be displayed).
[0126] In addition, the scoring unit 70 may correct the points that each team can acquire when the remaining time of the game becomes equal to or less than a predetermined time. For example, in the example of FIG. 12, the scoring unit 70 sets the points that each team can acquire to "double" when the remaining time of the game becomes equal to or less than a predetermined time. Therefore, although the points held by the player in the examples of FIG. 11 and FIG. 12 are "46", the points of the teammates become "254 points" instead of "208 points" after the scoring, and the points acquired by the individual player become "92 points" instead of "46 points" (therefore, the points of the individual player after the scoring are "159 points"). Therefore, before the remaining time of the game falls below a predetermined time, the scoring unit 70 scores the points held by the player without making any corrections and adds them to the scores of the friendly team and the player individually (for example, in the examples of Figures 11 and 12, if the remaining time of the game is not below a predetermined time, the points held by the player "46" are converted to "46 points", and "46 points" are added to the friendly team's score of "162 points" to make "208 points", and are added to the player's individual score of "67 points" to make "113 points").
[0127] Furthermore, the scoring unit 70 supplies the enemy base 312 with a supply value according to the score obtained by converting the points into a score. The scoring unit 70 then accumulates the supply value in the enemy base 312. The supply value may be the same as the score value. When the total value of the supply values accumulated in the enemy base 312 by the scoring unit 70 becomes equal to or greater than a durability value that is predetermined for the enemy base 312, the base control unit 80 stops the function of the enemy base 312. After the function of the enemy base 312 is stopped, it becomes impossible to supply points to the enemy base 312 for scoring, and to accumulate the supply value. Therefore, the players on the friendly team aim at other enemy bases 312, and aim to score points and accumulate / stop the function of the supply value at the other enemy bases 312.
[0128] In this embodiment, as an example, a plurality of enemy bases 312 are arranged from the side closer to the friend base 302 toward the enemy base 304, and the durability value of the enemy bases 312 can be set higher as it moves away from the side closer to the friend base 302. In other words, the amount of points converted into points is set to be greater in the enemy bases 312 on the far side than the amount of points converted into points in the enemy bases 312 on the side closer to the friend base 302. In this way, a player on the friendly team can play the game on the side closer to the friend base 302 in the early stages of the game while having his / her player character accumulate experience points and level up, and can aim to earn more points from the middle to end of the game, have his / her player character possess many points, and aim to score points in the enemy bases 312 on the side closer to the enemy base 304.
[0129] [Example of the first special character] Figures 13 and 14 show an overview of an example of the first special character in the game system according to this embodiment. Specifically, Figure 13 shows an example of a battle between the player character 402 and the first special character 414, and Figure 14 shows an example in which the first special character 414 belongs to the friendly team.
[0130] First, the appearance control unit 35 makes the first special character 414 appear simultaneously at two predetermined locations on the play field 300. For example, when the play field 300 is substantially elliptical and the lane 306 is provided along the vicinity of the outer periphery, the appearance control unit 35 makes the first special character 414 appear near two intersections between the minor axis of the ellipse and the lane 306. This allows the friendly player characters of the friendly team and the enemy player characters of the enemy team to have equal opportunities to encounter the first special character 414.
[0131] 13, when a first special character 414 is present within a predetermined range from a player character 402 that is present on the playfield 300 in response to a player's operation, the match-up control unit 40 enables the player character 402 to attack the first special character 414. When the match-up control unit 40 receives an instruction from the player to attack the first special character 414 via the input unit 20, the match-up control unit 40 starts a match between the player character 402 and the first special character 414.
[0132] The match control unit 40 causes the display unit 10 to display the status 510 of the player character 402 and the status 415 of the first special character 414 (for example, the decrease in HP, etc.) that change in response to the match between the player character 402 and the first special character 414. The status 415 of the first special character 414 is displayed near the first special character 414. In the example of FIG. 13, the status 510 of the player character 402 displays that the level of the player character 402 is "7" and that the player character already has "12" points (similarly, the point display 514 displayed near the character storage area 320 also displays that the player character has "12" points).
[0133] Then, for example, when the HP of the first special character 414 becomes zero due to an attack by the player character 402, the battle result determination unit 45 determines that the player character 402 has won against the first special character 414. Next, based on the determination result of the battle result determination unit 45, the character state determination unit 50 associates the first special character 414 with the team (ally team) to which the player of the player character 402 belongs. Specifically, the character ID of the first special character 414 is associated with the team ID or the player ID. As a result, the first special character 414 belongs to the ally team.
[0134] In addition, when the friendly player character of the friendly team and the enemy player character of the enemy team attack the first special character 414 at the same time and the first special character 414 is defeated, the battle result determination unit 45 may determine that the character who last performed the attack that reduced the HP of the first special character 414 to zero (i.e., the character who performed the "last hit") is the winning character. In this case, the character state determination unit 50 assigns the first special character 414 to the team to which the winning character belongs.
[0135] Then, as shown in FIG. 14, the special character control unit 57 transfers the points owned by the player character 402 to the first special character 414. That is, the special character control unit 57 transfers the points owned by the player character 402, which is the winning character, to the first special character 414, adds the points to the predetermined points inherent to the first special character 414, and sets the points after the addition as the points owned by the first special character 414. In the example of FIG. 14, the "12" points owned by the player character 402 are transferred to the first special character 414, and the first special character 414 has the points "14" added to the points "2" that the first special character 414 already has. The special character control unit 57 displays the points owned by the first special character 414 near the first special character 414 (point display 516). Furthermore, when the special character control unit 57 transfers the points possessed by the player character 402 to the first special character 414, it resets the point display in the status 510 to zero, and erases the point display 514 displayed near the character storage area 320. In this case, the special character control unit 57 also erases the ally characters stored in the character storage area 320, and the ally characters that have appeared on the playfield from the character storage area 320.
[0136] Next, the special character control unit 57 controls the first special character 414 to move toward the enemy base 312 that is closest to the point where the first special character 414 belongs to the friendly team. In this case, the special character control unit 57 may increase the moving speed of the first special character 414 when a character of the friendly team (player character and / or friendly character) exists within a predetermined range (hereinafter referred to as "effect range 430") centered on the first special character 414. In addition, the special character control unit 57 may change the status of the character of the friendly team when a character of the friendly team exists within the effect range 430. For example, the special character control unit 57 may gradually recover the HP of the character of the friendly team within the effect range 430.
[0137] Then, when the first special character 414 arrives within a predetermined range from the enemy base 312, the scoring unit 70 automatically converts the points possessed by the first special character 414 into the score of the friendly team, supplies a supply value corresponding to the score to the enemy base 312 to accumulate the supply value in the enemy base 312, and erases the first special character 414. In this case, the base control unit 80 may disable the occurrence of advantageous effects given by the enemy base 312 to characters of the enemy team (enemy player characters and / or friendly characters of the enemy player character) for a certain period of time.
[0138] Here, the first special character 414 may be defeated by an attack by an enemy player character and / or an ally character of the enemy player character. The special character control unit 57 may not allow the first special character 414 to attack the enemy player character and / or an ally character of the enemy player character. When the first special character 414 is defeated, the points held by the first special character 414 are erased, and the first special character 414 is also erased from the play field 300. Therefore, when the first special character 414 is made to belong to the ally team, the player of the ally team has an incentive to operate his / her own player character to protect the first special character 414, and the player of the enemy team has an incentive to operate his / her own player character to attack the first special character 414.
[0139] [Second example of special character] FIG. 15 shows an overview of an example of a second special character in the game system according to this embodiment.
[0140] First, the appearance control unit 35 makes the second special character 416 appear at a predetermined location on the play field 300. For example, the appearance control unit 35 makes the second special character 416 appear in the center 316 of the play field 300. This makes it possible to equalize the opportunity for the friendly player characters of the friendly team and the enemy player characters of the enemy team to encounter the second special character 416. The second special character 416 has a predetermined number of points in advance. In the example of FIG. 15, an example in which the second special character 416 has "30" points is shown.
[0141] When the second special character 416 is present within a predetermined range from the player character present on the playfield 300 in response to the player's operation, the match control unit 40 enables the player character to attack the second special character 416. When the match control unit 40 receives an instruction from the player to attack the second special character 416 via the input unit 20, the match control unit 40 starts a match between the player character and the second special character 416. The match control unit 40 causes the display unit 10 to display the status of the player character and the status of the second special character 416, similar to the match between the player character 402 and the first special character 414.
[0142] Then, when the HP of the second special character 416 becomes zero due to an attack by the player character (for example, the player character 400), the battle result determination unit 45 determines that the player character 400 has won against the second special character 416. Next, the character state determination unit 50 associates the second special character 416 with the team (ally team) to which the player of the player character 400 belongs based on the determination result of the battle result determination unit 45. This means that the second special character 416 belongs to the ally team. Note that, for the second special character 416, the character that has made the "last hit" may be determined as the winning character, similarly to the case of the first special character 414. The character state determination unit 50 causes the second special character 416 to belong to the team to which the winning character belongs. Then, the special character control unit 57 displays the points previously given to the second special character 416 near the second special character 416 as shown in FIG. 15 (point display 518).
[0143] Next, the special character control unit 57 controls the second special character 416 to move the second special character 416 toward the enemy base 312 that is closest to the point where the second special character 416 belongs to the friendly team. In this case, the special character control unit 57 may increase the moving speed of the second special character 416 when a character of the friendly team (player character and / or friendly character) exists within a predetermined range (hereinafter referred to as the "effect range 432") centered on the second special character 416. In addition, the special character control unit 57 may change the status of the character of the friendly team when a character of the friendly team exists within the effect range 432. For example, the special character control unit 57 may gradually recover the HP of the character of the friendly team within the effect range 432. In the example of FIG. 15, the player character 400 and the player character 404 belonging to the friendly team exist within the effect range 432, and an advantageous effect occurs to these player characters. Note that a character of a type different from the second special character 416 can be the third special character, the fourth special character, etc. In this case, the special character control unit 57 may generate different advantageous effects on the characters of the friendly team that exist within the effect range 432 depending on the type of the special character.
[0144] Then, when the second special character 416 arrives within a predetermined range from the enemy base 312, the scoring unit 70 automatically converts the points possessed by the second special character 416 into the points of the friendly team as time passes, and supplies a supply value according to the points to the enemy base 312 to accumulate the supply value in the enemy base 312. That is, the scoring unit 70 scores a predetermined amount of points possessed by the second special character 416 every predetermined time passes, and sets the supply value to be supplied to the enemy base 312 (for example, one point per second is scored and set as a supply value). When all of the points possessed by the second special character 416 have been scored, the special character control unit 57 erases the second special character 416 from the play field 300.
[0145] Here, a case will be described in which the supply value corresponding to the points possessed by the second special character 416 is accumulated in the enemy base 312, the total value of the accumulated supply values becomes equal to or exceeds the durability value of the enemy base 312, and the points possessed by the second special character 416 remain. In this case, the base control unit 80 first stops the function of this enemy base 312. Then, the special character control unit 57 controls the second special character 416 in the same manner as above by moving the second special character 416 toward another enemy base 312 that is closest to the enemy base 312 that has stopped functioning. In other words, when the points possessed by the second special character 416 are given to the enemy base 312 as a supply value and the total value of the supply values reaches the durability value and the enemy base 312 is destroyed, if the points possessed by the second special character 416 remain, the special character control unit 57 moves the second special character 416 toward the next enemy base 312. The special character control unit 57 executes the same process until the points owned by the second special character 416 become zero.
[0146] Here, the second special character 416 may be defeated by an attack by an enemy player character and / or an ally character of the enemy player character. The special character control unit 57 may move the second special character 416 and cause it to attack the enemy player character and / or an ally character of the enemy player character. When the second special character 416 is defeated, the points held by the second special character 416 are erased, and the second special character 416 is also erased from the play field 300. Therefore, when the second special character 416 is made to belong to the ally team, the player of the ally team has an incentive to operate his / her own player character to protect the second special character 416, and the player of the enemy team has an incentive to operate his / her own player character to attack the second special character 416.
[0147] [Example of restriction occurrence area] Fig. 16 shows an overview of the function of the restriction generating unit in the game system according to this embodiment. In the example of Fig. 16, a state is shown in which the player character 400 of the friendly team passes over an enemy base 312 that is not disabled and advances toward an enemy base 312 next to the enemy base 312 provided along the lane 306.
[0148] The restriction generating unit 87 slows down the movement speed of the player character 400 when the player character 400 invades between one enemy base 312 and another enemy base 312 adjacent to the one enemy base 312. The restriction generating unit 87 displays a restriction area 900, which is an area in which the movement speed of the player character of the friendly team is restricted, on the display unit 10. The restriction area 900 is an area in which movement is restricted in the lane 306 between the one enemy base 312 and the other enemy base 312 adjacent to the one enemy base 312, and is displayed so as to be perceptible by the player. The restriction area 900 is, for example, a pattern superimposed and displayed on the lane 306. The restriction generating unit 87 can also give the pattern a predetermined color or make it blink. The restriction generating unit 87 can also display a predetermined pattern around the player character 400 existing in the restriction area 900. In the example of Figure 16, multiple areas are shown with dotted lines, and the multiple areas shown with dotted lines and the areas between each of them together form the restricted area 900 (in other words, the entire lane 306 between one enemy base 312 and another adjacent enemy base 312 is the restricted area 900).
[0149] Furthermore, in a case where a movement speed limit is imposed between one enemy base 312 and another enemy base 312 located adjacent to the one enemy base 312, if the function of the one enemy base 312 is stopped by the base control unit 80, the limit generating unit 87 cancels the movement speed limit and erases the display of the restricted area 900. This allows the player characters of the friendly team to move at a normal speed.
[0150] [Example of neutral character appearance depending on battle situation] The appearance control unit 35 may change the timing and / or location of a predetermined neutral character's appearance on the playfield 300 depending on the match situation between the friendly team and the enemy team. An example of a predetermined neutral character is a neutral character that, when defeated, has the effect of reducing the score of the opposing team that is hostile to the team to which the player character who defeated the predetermined neutral character belongs. Note that the predetermined neutral character may have a predetermined number of points like other neutral characters, and the predetermined number of points are given to the player character who defeated the predetermined neutral character.
[0151] Specifically, the appearance control unit 35 changes the appearance location of a predetermined neutral character according to the difference between the score of the friendly team and the score of the opposing team (hereinafter referred to as the "score difference"). For example, when the score difference is positive (i.e., when the friendly team has more points than the opposing team), the appearance control unit 35 can shift the appearance location of the predetermined neutral character by a predetermined distance toward the friendly home base 302, and when the score difference is negative, the appearance control unit 35 can shift the appearance location of the predetermined neutral character by a predetermined distance toward the opposing home base 304.
[0152] First, when there is no score difference between the friendly team's score and the enemy team's score, the appearance control unit 35 makes the predetermined neutral character appear at the midpoint between the friendly home base 302 and the enemy home base 304. On the other hand, when the score difference is equal to or less than a predetermined value (for example, when the friendly team's score is "10 points" and the enemy team's score is "1 point"), the appearance control unit 35 shifts the appearance position of the predetermined neutral character by a distance according to the score difference toward the friendly home base 302 (for example, shifts the appearance position toward the friendly home base 302 by a distance that is 10% of the straight-line distance from the friendly home base 302 to the enemy home base 304). Also, when the score difference exceeds a predetermined value (for example, when the score of the friendly team is "90 points" and the score of the enemy team is "10 points"), the appearance control unit 35 shifts the appearance position of the predetermined neutral character toward the friendly home base 302 by a distance according to the score difference (for example, the appearance position is shifted toward the friendly home base 302 by a distance that is 90% of the straight-line distance from the friendly home base 302 to the enemy home base 304). In other words, the appearance control unit 35 can increase the distance by which the appearance position is shifted as the score difference increases. This can increase the opportunity for a player character belonging to the team that has acquired fewer points to defeat the predetermined neutral character near the base of the opposing team and to quickly score points (that is, the time it takes for a player character with points to reach the base of the opposing team and score points can be shortened).
[0153] [Variations] In the game system 1 according to this embodiment, when a player character defeats a neutral character, the player character acquires the points possessed by the neutral character. On the other hand, in a modified example, the neutral character may possess a predetermined item. In this case, when the player character defeats a neutral character, the player character acquires the predetermined item. Then, the player character may provide the predetermined item to the opponent's base, and points may be awarded to the team to which the player character belongs based on the provided item.
[0154] [Processing flow of game system 1] 17 to 20 show an example of the flow of processing in the game system according to this embodiment.
[0155] First, at the start of a game in the game system 1, one or more players belonging to one team (ally team) select their own player characters (ally player characters), and one or more other players belonging to the other team (enemy team) also select their own player characters (enemy player characters). In the following, a description will be given mainly of one player on the ally team.
[0156] As shown in FIG. 17, after the game starts, the character action control unit 30 controls the movement of the player's player character on the play field 300 in response to an instruction from the player received through the input unit 20 (step 10. Hereinafter, step is represented as "S"). As a result, the player character moves on the lane 306, neutral area 314, center area 316, etc. of the play field 300. If a neutral character, special character, or enemy player character (hereinafter referred to as "target character") is present within a virtual circular area (hereinafter referred to as "attackable range") with a predetermined radius centered on the player character (Yes in S12), the character action control unit 30 controls the movement of the player character while the match control unit 40 determines whether or not there is an attack instruction from the player received through the input unit 20 (S14). On the other hand, if the target character is not present within the attackable range (No in S12), the character action control unit 30 continues to control the movement of the player character (S10). Also, even if the match control unit 40 does not receive an attack instruction from the player via the input unit 20 (No at S14), the character action control unit 30 continues to control the movement of the player character (S10).
[0157] When the match control unit 40 receives an attack instruction from the player via the input unit 20 (Yes in S14), the match control unit 40 controls a match between the player character and a target character within the attackable range (S16). The match control unit 40 supplies information indicating changes in the status of both characters caused by the match between the player character and the target character to the match result determination unit 45. The match result determination unit 45 determines which of the two characters has won based on the information received from the match control unit 40 (S18). When the match result determination unit 45 determines that the player character has won against the target character (Yes in S20), it executes a process according to the type of the target character (S22).
[0158] (When the player character wins against the target character) First, if the target character is a neutral character ("neutral" in S22), the character state determination unit 50 associates the neutral character with the player, thereby making the neutral character an ally character of the player character (S28). That is, the character state determination unit 50 associates the character ID of the neutral character with the player ID. Then, the character state determination unit 50 erases the display of the neutral character from the play field 300, and stores the neutral character as an ally character in the character storage area (S30). In this case, an image (i.e., an icon) of the stored ally character is displayed adjacent to or near the character storage area. In addition, the experience value granting unit 60 grants the player character a predetermined experience value based on defeating the neutral character, and the point granting control unit 62 grants the player character points that were previously associated with the neutral character (S32).
[0159] Also, if the target character is an enemy player character ("enemy" in S22), the character state determination unit 50 modifies the status of the enemy player character (for example, returning HP, which became zero due to defeat by the player character, to full over a predetermined time), and sends the enemy player character back to the enemy base 304 (S24). Note that the character state determination unit 50 prohibits any operation on the enemy player character from the time the enemy player character is defeated until it is sent back to the enemy base 304. Then, the experience value granting unit 60 grants the player character a predetermined experience value based on defeating the enemy player character, and the point granting control unit 62 grants the player character a predetermined point based on defeating the enemy player character (S32).
[0160] Also, if the target character is a special character ("special" in S22), the character state determination unit 50 assigns the special character to the team to which the player belongs (S23). That is, the character state determination unit 50 associates the character ID of the special character with the team ID of the team. Unlike the neutral characters, the character state determination unit 50 does not store the special character in the character storage area, but leaves it appearing on the play field 300. Then, the special character control unit 57 controls the special character and makes the special character execute a predetermined action according to the type of the special character (S25). Also, the experience value granting unit 60 grants the player character a predetermined experience value based on defeating the special character. It is not necessary for the point granting control unit 62 to grant the player character a predetermined point based on defeating the special player character (S32).
[0161] (When the player character is defeated by the target character) On the other hand, if the player character is defeated in the match against the target character (No in S20), the character state determination unit 50 makes a change to the status of the player character (for example, restores HP, which became zero as a result of the defeat by the target character, to full over a predetermined period of time) and sends the player character back to the ally's home base 302. Note that the character state determination unit 50 prohibits any operation on the player character from the time the player character is defeated until the time the player character is sent back to the ally's home base 302. After the player character returns to the ally's home base 302, the steps from S10 are executed again.
[0162] (Controlling friendly characters) Next, the control flow of the ally character is shown in FIG. 18. First, in a state where an ally character is stored in the character storage area, the ally character control unit 55 judges whether or not there is an instruction from the player via the input unit 20 to make the ally character appear on the playfield 300 (S34). If there is no instruction to make the ally character appear (No in S34), the steps from S10 onwards are executed. On the other hand, if there is an instruction to make the ally character appear (Yes in S34), the ally character control unit 55 makes the ally character appear on the playfield 300 from the character storage area (S36). Here, the character storage area can be displayed, for example, in the shape of a ball, and if an ally character is stored, a closed ball state is displayed, and if the ally character goes outside, an open ball state is displayed.
[0163] Then, the ally character control unit 55 controls the behavior of the ally character that has appeared on the play field 300 (S38). Specifically, the ally character control unit 55 moves the ally character so as to follow the player character. Furthermore, when an enemy player character, other neutral character, and / or special character is present within a predetermined range from the player character or the ally character, the ally character control unit 55 automatically causes the ally character to attack the enemy player character, other neutral character, and / or special character.
[0164] Next, when the ally character control unit 55 receives an instruction to store an ally character in the character storage area from the player via the input unit 20 (Yes in S40), it stores the ally character appearing on the playfield 300 in the character storage area and erases the display of the ally character from the playfield 300 (S42). Then, the steps from S34 onwards are executed. On the other hand, when the ally character control unit 55 does not receive an instruction to store an ally character in the character storage area from the player via the input unit 20 (No in S40), the steps from S38 onwards are executed.
[0165] (Control when acquiring a new neutral character) 19 shows a control flow when the player character fights a new neutral character. When the player character has an ally character, if the player character fights and wins against the new neutral character (S44), the character state determination unit 50 sets the new neutral character as a new ally character (S46). Then, the character state determination unit 50 erases the ally character stored in the character storage area or the ally character appearing on the playfield 300, and stores the new neutral character as an ally character in the character storage area. Then, the steps from S34 onwards are executed.
[0166] (Control of scoring process) Next, a control flow of the point scoring process is shown in Fig. 20. First, the character movement control unit 30 controls the movement of the player character (belonging to the team) on the playfield 300 in response to the player's instructions received via the input unit 20 (S50). Then, the scoring unit 70 judges whether the player character is within a predetermined range from the enemy base 312 (S52). If the player character is not within the predetermined range from the enemy base 312 (No in S52), the steps following S50 are executed.
[0167] On the other hand, if the player character is present within a predetermined range from the enemy base 312 (Yes in S52), the scoring unit 70 determines whether or not the player character has points (S54). If the player character does not have points (No in S54), the steps from S50 onwards are executed. Then, if the player character has points (Yes in S54), the scoring unit 70 determines whether or not there is an instruction from the player via the input unit 20 to supply points to the enemy base 312 (S56). If there is no instruction from the player to supply points (No in S56), the steps from S50 onwards are executed.
[0168] On the other hand, if there is an instruction from the player to supply points (Yes in S56), the scoring unit 70 supplies the points possessed by the player character to the enemy base 312 and converts the points into points for the friendly team. The scoring unit 70 can set the numerical value of the points as the score as it is, or can set the value obtained by multiplying the points by a predetermined coefficient determined according to the remaining time of the game as the score. The scoring unit 70 also supplies a supply value corresponding to the points or the points to the enemy base 312 to accumulate the supply value in the enemy base 312 (S58). For example, the scoring unit 70 can set the numerical value of the points as the supply value as it is, or can set the value obtained by multiplying the points by a predetermined coefficient determined according to the remaining time of the game as the supply value.
[0169] Then, the base control unit 80 compares the total value of the supply values accumulated in the enemy base 312 by the scoring unit 70 with a durability value preset in the enemy base 312 (S60). The total value of the supply values is the total value of the supply value according to the points supplied by one player character to the enemy base 312 and the supply value according to the points supplied by other player characters of the same team as the one player character to the enemy base 312. If the base control unit 80 determines that the total value of the supply values is less than the durability value (No in S60), steps from S50 onwards are executed. On the other hand, if the base control unit 80 determines that the total value of the supply values is equal to or greater than the durability value (Yes in S60), it stops the function of the enemy base 312 (S62). Then, the winner / loser determination unit 85 ends the game when a predetermined game time has elapsed, and determines the winner of the game based on the scores of each team at the end of the game.
[0170] [Game Program] Each of the components of the game system 1 according to this embodiment shown in Figs. 1 to 20 can be realized by having a processor such as a central processing unit (CPU) execute a program (i.e., a game program), that is, by software processing. Also, each of the components can be realized by writing a program in advance into hardware such as an integrated circuit (IC) or other electronic component. Note that software and hardware can also be used in combination.
[0171] The game program according to this embodiment can be incorporated in advance, for example, in an IC or a ROM. The game program can also be provided as a computer program by recording it in an installable or executable file format on a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium such as a CD-ROM or a DVD. Furthermore, the game program can be stored in advance in a computer connected to a communication network such as the Internet, and provided by downloading it via the communication network.
[0172] The game program of this embodiment acts on the CPU and the like to cause the game program to function as the display unit 10, display control unit 15, input unit 20, storage unit 25, character action control unit 30, appearance control unit 35, battle control unit 40, battle result determination unit 45, character state determination unit 50, ally character control unit 55, special character control unit 57, experience point granting unit 60, point granting control unit 62, evolution control unit 64, scoring unit 70, base control unit 80, win / lose determination unit 85, limit generation unit 87, time limit control unit 90, character information storage unit 250, team information storage unit 252, player information storage unit 254, and play field information storage unit 256, all of which are described in Figures 1 to 20.
[0173] [Effects of the embodiment] In the game system 1 according to the present embodiment, a player can obtain points by defeating neutral characters automatically controlled by the system using his / her own player character, and convert the obtained points into points for his / her own team at the opponent's base. This allows a player in the game system 1 to enjoy the game without having to fight against the opponent's player character operated by another player, and can contribute to the team to which he / she belongs even without fighting against the opponent. In other words, in the game system 1, a player can contribute to the team to which he / she belongs by performing actions other than the opponent's battle in the game (such as defeating a neutral character), and can improve the proficiency of the operations required for the opponent's battle by performing such actions. Therefore, by experiencing a battle with a neutral character, a player can reduce his / her aversion to the opponent's battle.
[0174] In addition, in the game system 1, a neutral character defeated by a player's own player character can be associated with the player and made into an ally character, and this ally character can be made to appear on the playfield 300, follow the movement of the player character, and automatically attack other neutral characters and enemy player characters. In this way, in the game system 1, it is possible not only to fight and defeat a neutral character, but also to make the neutral character into an ally and have the neutral character fight together with the player's own player character.
[0175] Furthermore, in the game system 1, the player can freely select whether to store an ally character in the character storage area and to have the ally character appear from the character storage area on the playfield 300. That is, in the game system 1, before the points possessed by the player character are converted into points, the ally character possessed can be made to appear on the playfield 300 and used as a fighting force to fight together with the player character. In this way, in the game system 1, for example, while the HP of the ally character is high, the ally character can be made to appear on the playfield 300 to fight together with the player character, and when the HP becomes low, the ally character can be stored in the character storage area and used for conversion into points.
[0176] Although the embodiments of the present invention have been described above, the above-described embodiments do not limit the invention according to the claims. It should be noted that not all of the combinations of features described in the embodiments are essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied alone, or may be divided into multiple parts such as program parts and hardware parts and applied. [Explanation of symbols]
[0177] 1. Game System 3, 3a, 3n information terminal 5. Communication Network 7 Server 10 Display section 15 Display control section 20 Input section 25 Storage Unit 30 Character movement control section 35 Appearance control section 40 Match Control Unit 45 Match Result Judging Department 50 Character state determination unit 55 Ally character control section 57 Special Character Control Unit 60 Experience Points Granting Section 62 Point allocation control unit 64 Evolution Control Unit 70 Scoring Section 80 Base Control Unit 85 Winner / Loser Decision Section 87 Restriction occurrence part 90 Time limit control section 200 Input Surface 210 Input control section 212 Movement instruction input area 214 direction display area 216 Direction indicator 250 Character information storage section 252 Team Information Storage Unit 254 Player information storage unit 256 Playfield information storage section 300 Playfield 302 Allied Headquarters 304 Enemy Headquarters 306 Lane 310 Allied Base 312 Enemy Base 314 Neutral Area 316 Central part 318 Overall View 320 Character storage area 322 Stored character display 324 Countdown Display 400, 402, 404 Player characters 410 Neutral Character 412 Ally Characters 414 First Special Character 411, 415 Status 416 Second Special Character 420 Enemy player character 430, 432 Area of Effect 500 Team Points 502 Opponent Points 504 Game Time Remaining 506 Player Points 510, 511 Status 512, 514, 516, 518 points displayed 600 Attack Direction Area 602 Skill Generation Area 700 Return Indication Area 800 Performance display 802 display 900 Restricted Area
Claims
1. A game program to be executed by a computer having a processor and a memory, which manages the progress of a competitive game in which a plurality of teams compete against each other in a play field and the outcome of the game is decided based on the score of each team, The game program causes the processor to a step of controlling, within the play field, an action of a first player character based on an operation of a first player belonging to a first team, and controlling an action of a second player character based on an operation of a second player belonging to a second team; a step of associating the points associated with the neutral character to the first player before associating the points to the second player when a neutral character that operates without being operated by the first player and the second player and to which predetermined points are associated plays a game against the first player character and a predetermined condition is achieved; when a predetermined condition is achieved during a battle between the neutral character and the second player character, associating the points associated with the neutral character with the second player character before associating the points with the first player character; a step of determining, when the first player character is located within a predetermined area of the second team provided within the playfield, a point associated with the first player as a score for the first team; when the second player character is located within a predetermined area of the first team provided within the playfield, the points associated with the second player are counted as a score for the second team; A game program that executes the above.
2. a durability value can be set for each of the predetermined area of the first team and the predetermined area of the second team; the step of marking the score as the first team includes accumulating a value based on the score of the first team in the predetermined area of the second team, and when a total value of the accumulated values becomes equal to or greater than the durability value in the predetermined area of the second team, stopping a function of the second team to mark the score as the first team in the predetermined area; 2. The game program of claim 1, wherein the step of marking the score of the second team includes accumulating a value based on the score of the second team in the specified area of the first team, and when the total value of the accumulated values becomes equal to or greater than the durability value in the specified area of the first team, stopping the function of marking the score of the second team in the specified area of the first team.
3. A plurality of the first team's predetermined areas are provided within the play field, and a plurality of the second team's predetermined areas are provided within the play field; The game program according to claim 2 , wherein the predetermined areas of the plurality of first teams and the predetermined areas of the plurality of second teams each include a predetermined area in which an upper limit on the durability value is not set.
4. the step of assigning the points to the first team includes, when the first player character is located within a predetermined area of the second team and a predetermined time has elapsed since the first player performed a predetermined operation, assigning the points associated with the first player to the first team; 2. The game program according to claim 1, wherein the step of marking the points as the score of the second team includes, when the second player character is located within a predetermined area of the first team and a predetermined time has elapsed since the second player performed a predetermined operation, marking the points associated with the second player as the score of the second team.
5. causing a special character to appear on the play field; a step of associating the special character with the first team when the first player character wins the battle against the special character, and associating the special character with the second team when the second player character wins the battle against the special character; a step of moving the special character to the predetermined area of the second team when the special character is associated with the first team, and moving the special character to the predetermined area of the first team when the special character is associated with the second team; The game program according to claim 1 , further comprising:
6. the step of marking the points as the first team's score includes, when a predetermined time has elapsed since the first player performed a predetermined operation, marking the points associated with the first player as the first team's score, and when the special character is located within the predetermined area of the second team, shortening a time for marking the points associated with the first player as the first team's score from the predetermined time; 6. The game program according to claim 5, wherein the step of counting the points as the score of the second team includes, when a predetermined time has elapsed since the second player performed a predetermined operation, counting the points associated with the second player as the score of the second team, and when the special character is located within the predetermined area of the first team, shortening the time for counting the points associated with the second player as the score of the second team from the predetermined time.
7. A game system comprising means for executing all the steps executed in the invention according to any one of claims 1 to 6.
8. A method implemented on a computer having a processor and a memory, the processor performing all of the steps performed in the invention according to any one of claims 1 to 6.
9. A server comprising means for executing all the steps performed in the invention according to any one of claims 1 to 6.
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