Computer system, game system and program
Patent Information
- Application Number
- JP2020214070
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-12-23
- Publication Date
- 2025-02-28
- Estimated Expiration
- 2040-12-23
Smart Images

Figure 0007637506000001 
Figure 0007637506000002 
Figure 0007637506000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a computer system for executing a given game. [Background technology]
[0002] One of the popular genres of video games is action games. Some action games have a player character using an item that "pierces" a target, such as an arrow or a spear. For example, Patent Document 1 discloses a game in which a player character uses an "arrow." [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2012-239761 A Summary of the Invention [Problem to be solved by the invention]
[0004] Among action games, games in which you attack enemy characters with items that "stab" them are particularly popular because they allow players to enjoy a simulated "hunt." In order to heighten the interest of the simulated "hunt" and appeal to consumers, new game technology is needed to provide visual expressions and thrills that make players feel as if they are actually hunting.
[0005] The problem that the present invention aims to solve is to provide a new technique in games that use "sticking" items. [Means for solving the problem]
[0006] A first invention for solving the above-mentioned problems is a computer system for controlling execution of a game in which a given moving object is stabbed into a given target based on a movement instruction operation by a player, comprising: a movement control means (e.g., the server processing unit 200s, the game management unit 210, the movement control unit 214 in FIG. 13, step S14(2) in FIG. 19) for determining a movement parameter value related to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means (e.g., the server processing unit 200s, the game management unit 210, the sticking determination unit 216 in FIG. 13, steps S50 to S56 in FIG. 19) for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck to the target object using the hit situation and a parameter value set for the moving object; a display mode control means (e.g., the server processing unit 200s, the game management unit 210, the display mode control unit 218 in FIG. 13, steps S60 to S64 in FIG. 20) for controlling a display of a state in which the moving object has been stuck in the target object, in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object; A computer system comprising:
[0007] The "computer system" referred to here may refer to a single computer or may be realized by multiple computers working together.
[0008] In the game realized by the first invention, the player can control the movement of the moving object. When the moving object hits an object, the hit situation including the hit angle is judged, and depending on the type of the moving object, it is judged whether the moving object will pierce the object. If the moving object pierces the object, the state of the moving object piercing the object is displayed on the game screen in a display mode according to the judgment result.
[0009] Therefore, a new technique can be provided that enriches the image expression related to hunting and enhances the interest of hunting in games using "sticking" items. Also, since the display form changes according to the result of the sticking judgment, it is possible to express the "realism" of the moving object being stuck in the target part.
[0010] A second invention is the computer system of the first invention, wherein the sticking determination means determines a sticking depth, and the display mode control means changes the display mode in accordance with the depth.
[0011] According to the second aspect of the present invention, the depth of the sticking is determined in accordance with the determination of whether or not the object will be stuck. Then, the display mode of the moving object is changed according to the depth. This allows a more realistic sticking state to be expressed, improving the appeal of the game.
[0012] A third invention is a computer system of the first invention, wherein the penetration determination means determines a hit power value using the hit situation and the type of the moving object, and determines whether the moving object will penetrate the target object using the hit power value, and the display mode control means changes the display mode depending on the hit power value.
[0013] A fourth invention is a computer system according to the third invention, wherein the penetration determination means determines the penetration depth using the hit situation or the hit power value, and the display mode control means changes the display mode in accordance with the depth.
[0014] The "hit power value" is a control parameter value that indicates the strength of the "pierce." According to the third or fourth aspect of the present invention, a hit power value is determined based on the hit situation and the type of moving object, and whether or not the ball will hit is determined based on the hit power value. Then, a display mode according to the hit power value is applied. In other words, not only whether or not the ball will hit, but also the representation of the hit state on the game screen when it is determined that the ball will hit can be more precisely controlled using the hit power value, and a "stick" that looks "realistic" can be expressed.
[0015] A fifth invention is a computer system of the third or fourth invention, wherein the movement parameter value includes a speed parameter value indicating a movement speed or a movement acceleration, and the hit determination means determines the hit power value to be larger when the speed parameter value satisfies a second speed condition which is a threshold condition faster than the first speed condition, compared to when only the first speed condition is satisfied.
[0016] In the game realized by the fifth invention, the higher the moving speed and acceleration of the moving object, and the faster the moving object is, the higher the hit power value is set. As a result, the expression of the degree to which the moving object is stuck is correlated with the apparent speed of the moving object while moving, making it possible to express the degree to which the moving object is stuck more naturally and "like" the moving object.
[0017] A sixth invention is a computer system according to the fifth invention, wherein the game is a game in which the player controls a player character equipped with the moving object, and the movement control means determines the speed parameter value using a movement speed or movement acceleration of the player character moving in a game space.
[0018] According to the sixth aspect of the present invention, a game can be realized in which a player character uses a moving object.
[0019] A seventh invention is a computer system of any of the first to sixth inventions, wherein the game is a game in which the player controls a player character that moves the moving object, and the sticking determination means performs the sticking determination further using a parameter value set for the player character.
[0020] According to the seventh aspect, a stick determination can be made according to the parameter value of the player character.
[0021] An eighth invention is a computer system of any of the first to seventh inventions, further comprising a sticking state change control means (e.g., the server processing unit 200s, game management unit 210, sticking state change control unit 220 in Figure 13, steps S80 to S82 in Figure 20) that changes the sticking state of the moving object based on the player's state changing operation.
[0022] A ninth invention is the computer system according to the eighth invention, wherein the sticking state change control means changes a sticking depth of the moving object.
[0023] A tenth invention is a computer system according to the ninth invention, wherein the state changing operations include an operation of decreasing the depth or setting the depth to zero (not inserted), and an operation of re-inserting the moving object.
[0024] According to any one of the eighth to tenth aspects of the present invention, the player can change the sticking state of the moving object that is already stuck by a state change operation. Therefore, a new game is realized in which the objective of the game is not only to simply stick the "sticking" item, but also to use the moving object that is already stuck.
[0025] An eleventh invention is a computer system of any of the first to tenth inventions, further comprising a first damage inflicting control means (e.g., a server processing unit 200s, a game management unit 210, a damage control unit 222 in Figure 13, step S100 in Figure 20) in which the target is an object to be attacked and damage is gradually inflicted on the target depending on the passage of time of the moving object's piercing state.
[0026] In addition, a twelfth invention is a computer system of the second, fourth, ninth or tenth invention, wherein the target is an object to be attacked, and further comprises a first damage inflicting control means for gradually inflicting damage according to the depth to the target depending on the passage of time of the stabbing state of the moving object.
[0027] In addition, a thirteenth invention is a computer system of any of the third to sixth inventions, further comprising a first damage inflicting control means for gradually inflicting damage to the target according to the hit power value in accordance with the passage of time of the moving object's piercing state, the target being an object to be attacked.
[0028] In the game realized by any one of the eleventh to thirteenth aspects of the invention, the player can attack an object with a moving object. Then, the player can inflict damage on the object according to the elapsed time since the moving object struck the object. This can further increase the interest of the game.
[0029] A 14th invention is a computer system of the 2nd, 4th, 9th, 10th or 12th invention, further comprising a second damage inflicting control means (e.g., server processing unit 200s, game management unit 210, damage control unit 222 in Figure 13, step S66 in Figure 20) in which the target is an object to be attacked, the moving object has attributes defined for each part corresponding to the depth at which it pierces the target, and inflicts damage to the target based on the attributes of the part of the moving object corresponding to the depth.
[0030] In the game realized by the fourteenth invention, the player can attack an object with a moving object. The player can inflict damage on the object according to how far the moving object penetrates, that is, damage with a depth-correlated attribute, on the object. This can further increase the interest of the game.
[0031] A 15th invention is a computer system of any of the first to fourteenth inventions, in which attributes are defined for each part of the target object, and the penetration determination means determines the hit part where the moving object hits, and determines whether the moving object penetrates the target object using the attributes of the hit part.
[0032] In the game realized by the fifteenth invention, it is possible to change whether or not the moving object pierces the target depending on which part of the target the moving object hits. Therefore, a tactical element such as where to aim at the target is added, making the game more interesting.
[0033] A 16th invention is a computer system of any of the 1st to 15th inventions, further comprising a status display control means (e.g., the server processing unit 200s, game management unit 210, status display control unit 224 in Figure 13, step S14 (7) in Figure 19) for displaying a status regarding the moving object in the stuck state.
[0034] In the game realized by the 16th invention, information about the moving objects that have already been stuck can be notified to the player by the status display. Therefore, by referring to the status display, it is interesting to devise a play tactic, for example, how to combine the type of moving object and the part of the object that has been stuck to achieve a higher score.
[0035] A 17th invention is a computer system of any of the 1st to 16th inventions, wherein the display mode control means eliminates the stuck state and displays the moving object as having disappeared based on a given lifespan set for the moving object in the stuck state.
[0036] In the game realized by the seventeenth invention, a moving object stuck in a target is not maintained in that state permanently, but is released from the stuck state when its lifespan expires. The stuck moving object is then expressed as disappearing, dissipating into mist, exploding and disappearing, melting, or the like. This makes it possible to prevent problems such as a moving object already stuck blocking the sticking of a new moving object, a large number of moving objects stuck in the target making it difficult to see, and unnecessary increases in the load on the calculation process.
[0037] An 18th invention is a computer system of the 17th invention, further comprising a lifespan control means (e.g., lifespan control unit 228 in FIG. 13, initial lifespan 536 in FIG. 12, applied lifespan 836 in FIG. 17, step S68 in FIG. 20) for controlling the lifespan of the moving object based on the depth to which the moving object in the stuck state is stuck.
[0038] According to the eighteenth aspect of the present invention, the lifespan of a moving object that is stuck in the hole can be changed according to the depth of the hole. For example, the deeper the object is stuck in the hole, the harder it is to remove (the longer the lifespan).
[0039] A nineteenth aspect of the present invention is a method for playing a game in which the moving object is an object that flies in the game space, the movement instruction operation is an operation of releasing the moving object, an aim display control means (e.g., the server processing unit 200s, the game management unit 210, the aim display control unit 226 in FIG. 13, step S14 (6) in FIG. 19) for displaying and controlling an aim to be a destination of the moving object, the aim display control means being configured to display and control the aim with an aim error corresponding to the parameter value of the moving object; The computer system of any one of the first to eighteenth inventions further comprises:
[0040] According to the 19th aspect of the present invention, a game can be realized in which a moving object is thrown at a target object to stab the target object while a target is displayed to support the player. Moreover, since the aiming error according to the parameter values (e.g., type and performance value) set for the moving object is taken into consideration, a tactical element is added in which a moving object is selected depending on where on the target object the object is aimed, and the game becomes more interesting.
[0041] A twentieth aspect of the present invention is a game system in which a player terminal of the player and a server system which is the computer system of any one of the first to nineteenth aspects of the present invention are communicatively connected.
[0042] In addition, a 21st invention is a program for causing a computer system to control the execution of a game in which a given moving object is stabbed into a given target based on a player's movement instruction operation, comprising: a movement control means for determining a movement parameter value related to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target and determining whether the moving object has stuck into the target using the hit situation and a parameter value set for the moving object; and a display mode control means for controlling the display of the moving object in a stabbing state at the position where it hit the target in a display mode corresponding to the determination result of the sticking determination means when it is determined that the moving object has stuck into the target by the sticking determination means.
[0043] According to the twentieth or twenty-first aspect of the invention, it is possible to obtain the same effects as those of the first aspect of the invention. [Brief description of the drawings]
[0044] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system. [Diagram 2] FIG. 2 is a front view showing a configuration example of a player terminal. [Diagram 3] FIG. 1 is a diagram for explaining a game. [Figure 4] FIG. 13 is a diagram for explaining a spear equipped by a player character. [Diagram 5] A diagram to explain a direct attack. [Figure 6] A diagram to explain a long-distance attack. [Figure 7] 11A and 11B are diagrams for explaining parameter values related to determining whether or not a spear will pierce an enemy character. [Figure 8] 13A to 13C are diagrams for explaining a stabbing determination and a change in the display mode of the spear according to the determination result. [Figure 9] Diagram (part 1) to explain the change in the stuck state when a spear that is already stuck is reused. [Figure 10] Diagram (part 2) to explain the change in the stuck state when a spear that is already stuck is reused. [Figure 11] FIG. 13 is a diagram for explaining damage inflicted on an enemy character by stabbing it with a spear. [Figure 12] FIG. 13 is a diagram showing an example of the data configuration of spear initial setting data. [Figure 13] FIG. 2 is a functional block diagram showing an example of the functional configuration of the server system. [Figure 14] FIG. 4 is a diagram showing examples of programs and data stored in a server storage unit. [Figure 15] FIG. 13 is a diagram showing an example of the data configuration of enemy character initial setting data. [Figure 16] FIG. 4 is a diagram showing an example of the data structure of play data. [Figure 17]FIG. 13 is a diagram showing an example of the data configuration of hit shot management data. [Figure 18] FIG. 2 is a functional block diagram showing an example of the functional configuration of a player terminal. [Figure 19] A flowchart for explaining the flow of processing executed by the server system for each game play. [Figure 20] Flowchart continued from Figure 19. [Figure 21] FIG. 11 is a diagram showing an example of the functional configuration of a player terminal according to a second embodiment. [Figure 22] FIG. 13 is a diagram showing a modified example of a moving object. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0045] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments. In addition, the "movement speed" and "movement acceleration" in the description will be described as scalar values. Of course, the movement speed and movement acceleration may be treated as vectors in internal processing, and the magnitude of the vector (scalar value) may be used depending on the situation.
[0046] First, an example of the hardware configuration will be described. FIG. 1 is a diagram illustrating an example of the configuration of a game system. The game system 1000 includes a server system 1100 and player terminals 1500 (1500a, 1500b, ...) connected to each other so as to be able to communicate data with each other via a network 9. Although four player terminals 1500 (1500a, 1500b, ...) are depicted in Fig. 1, in actual system operation, many more player terminals 1500 can access the server system 1100.
[0047] The game system 1000 is a computer system that provides online games to players who are users of the player terminals 1500. Of course, the game system 1000 may provide other services in addition to providing online games.
[0048] The network 9 refers to a communication path that allows data communication. In other words, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method may be either wired or wireless.
[0049] The server system 1100 is a computer system having, for example, a main device 1101, a keyboard 1106, a touch panel 1108 that functions as an image display device and a contact position input device, and a storage 1140. The main device 1101 is equipped with a control board 1150.
[0050] The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM, and ROM, and a communication device 1153. Note that a part or the whole of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip).
[0051] The server system 1100 realizes a user management function for managing information related to user registration and the like and a game management function for controlling the progress of the game by the control board 1150 performing calculations based on predetermined programs and data. In other words, the server system 1100 functions as a game server that provides a kind of client-server type online game.
[0052] Although the server system 1100 is illustrated as if it were a single server device, it may be realized by a configuration of multiple devices. For example, the server system 1100 may be configured to include multiple blade servers each sharing a function, and connected to each other via an internal bus so that data communication is possible. Furthermore, the installation location of the hardware constituting the server system 1100 does not matter. It may be configured such that multiple independent servers installed at separate locations communicate data via the network 9 to function as the server system 1100 as a whole.
[0053] FIG. 2 is a front view showing an example of the configuration of the player terminal 1500. As shown in FIG. The player terminal 1500 is a computer system that is used by a user who has completed a registration procedure to utilize the game system 1000 of this embodiment, and is an electronic device that can access the server system 1100 via the network 9. In other words, the player terminal 1500 is an operation terminal that is used by the user to play a game, and serves as a game machine.
[0054] 2 is a device known as a smartphone, but may be a computer such as a wearable computer, such as a smart watch or smart glasses, a portable game device, a tablet computer, or a personal computer. In the case where multiple electronic devices are communicatively connected to each other to perform one function, such as a combination of a smartphone and a smart watch communicatively connected to the smartphone, these multiple electronic devices can be regarded as one player terminal 1500.
[0055] The player terminal 1500 includes a directional input key 1502, button switches 1504, a touch panel 1506 that functions as an image display device and a contact position input device, an internal battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data from a memory card 1540 that is a computer-readable storage medium. In addition, a power button, a volume control button, and the like (not shown) are provided. In addition, an IC card reader that can contactlessly read and write data from an IC card type credit card or prepaid card that can be used to pay for the use of the game system 1000 may be provided.
[0056] The control board 1550 is equipped with (1) a CPU 1551 and various microprocessors such as a GPU and DSP, (2) various IC memories 1552 such as VRAM, RAM, and ROM, (3) a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless LAN base stations connected to the network 9, and (4) an interface circuit 1557.
[0057] The interface circuit 1557 includes (1) a driver circuit for the touch panel 1506, (2) a circuit for receiving signals from the directional input keys 1502 and the button switches 1504, (3) an output amplifier circuit for outputting an audio signal to the speaker 1510, (4) an input signal generation circuit for generating an audio signal collected by the microphone 1512, (5) a circuit for inputting image data of an image captured by the camera 1520, and (6) a signal input / output circuit for the memory card reader 1542.
[0058] These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. A part or all of the control board 1550 may be configured with an ASIC, FPGA, or SoC. The control board 1550 stores programs and various data for realizing the functions of a player terminal in an IC memory 1552.
[0059] In this embodiment, the player terminal 1500 is configured to download programs and various setting data from the server system 1100, but may be configured to read them from a storage medium such as a memory card 1540 obtained separately.
[0060] Next, the game will be described. 3 is a diagram for explaining the game. The online game provided by the game system 1000 is an action game in which the player controls a player character 2 to attack and defeat an enemy character 8, which is an NPC (Non Player Character).
[0061] The player character 2 is equipped with a spear 4 and is riding on a sub-character 6. When a movement operation is performed on the player terminal 1500, the player character 2 moves within the game space. The player character 2 then charges at the enemy character 8 with the spear 4 at the ready, stabbing the enemy character 8 with the spear 4 to launch a direct attack. The player character 2 can also throw the spear 4 to fly through the game space and launch a long-distance attack. In other words, the spear 4 is a moving object that can fly through the game space, and the enemy character 8 is an object that is the target for "stabbing" the moving object.
[0062] FIG. 4 is a diagram for explaining the spear 4 equipped to the player character 2. As shown in FIG. Before starting the game, the player can equip the player character 2 with multiple types of spears 4 (4a, 4b, ...) and switch the spear 4 to be used during the game. The spears 4 may be of different types, such as different weights or different special effects, even if they have the same appearance. The spears 4 that can be equipped can be obtained by separately purchasing them online or by acquiring them as bonuses or loot related to game play. The spear 4 to be used can be switched by inputting a predetermined calling operation to display a selection screen 10 as shown in FIG. 4, and then inputting a predetermined selection operation. The type, design, number of spears 4 that can be equipped, number of spears 4 that can be used at one time, and the like can be set as appropriate.
[0063] FIG. 5 is a diagram for explaining a direct attack. Switching between a direct attack and a long-distance attack is performed by a predetermined attack switching operation. When a direct attack is selected, the player character 2 holds the spear 4. The player moves the player character 2 so as to hit the enemy character 8 directly, stabbing the spear 4 into the enemy character 8. The posture in which the player character 2 holds the spear 4 (in other words, the posture of the held spear 4; the relative posture with respect to the player character 2) can be changed by a predetermined posture change operation.
[0064] If a direct attack is selected, the direct attack crosshair 20 (20a) is displayed. The sight 20 (20a) for a direct attack has a first type reticle 21, an error range display 25, and a cooperation range display 27. The sight 20 (20a) is a planar figure drawn on a primitive surface whose normal faces the player character 2.
[0065] The first type reticle 21 is a display that shows the predicted position where the spear 4 will be stabbed, and extends an imaginary straight line the height of the tip of the spear 4 (height from the ground in the game space) in the direction the spear 4 is pointing, and is displayed at the position where this line intersects with the enemy character 8.
[0066] The error range display 25 shows the error range of the position indicated by the first type reticle 21. The error range is determined according to the type of spear 4. It is preset such that a lighter and slimmer spear 4 is easier to aim and has a smaller error, whereas a heavier spear 4 with a bulky shape that is affected by aerodynamics is more difficult to aim and has a larger error.
[0067] Of course, if realism is pursued, the error range should be determined by a predetermined function or table data, with one or more of the following determining factors added: the moving speed Vpc of the player character 2 at the time of hit, the moving speed Vm of the enemy character 8, the type of enemy character 8, the level of the player character 2, and environmental factors (e.g., environmental factors such as strong winds, underwater, etc.).
[0068] The cooperation range display 27 indicates the range in which a synergistic effect with other spears 4 already stuck in the enemy character 8 is applied, based on the position indicated by the first type reticle 21. The content of the synergistic effect can be set appropriately. For example, the more other spears 4 there are, the more damage is given to the enemy character 8 when a new spear 4 sticks in the enemy character 8, the more the penetration strength of the newly stuck spear 4 is increased, or an ability set for the newly stuck spear 4 is activated, and so on.
[0069] FIG. 6 is a diagram for explaining a long-distance attack. When a long-distance attack is selected, the player character 2 holds the spear 4 at a diagonal upward angle compared to a direct attack. The player attacks by having the player character 2 throw the spear 4 with a specified throwing operation. The position in which the player character 2 holds the spear 4 can be changed with a specified position change operation.
[0070] When a long-distance attack is selected, a long-distance attack sight 20b is displayed. The long-distance attack sight 20b has a second type reticle 22, an error range display 25, a cooperation range display 27, and a flight prediction course 29.
[0071] The predicted flight course 29 is an indicator showing the predicted flight course of the thrown spear 4 under the conditions at the time, and may be displayed in the form of, for example, a line, a band, or the like. The predicted flight course 29 is calculated using a predetermined function based on flight-related parameter values (specifically, weight, length, positive and negative acceleration performance, aiming error, and flight course characteristics) set for each type of spear 4, and parameter values corresponding to the initial throwing conditions (for example, the moving speed Vpc and initial speed Vh0 of the player character 2). The function may be a physical calculation or a pseudo-physical calculation. Then, at the position where the predicted flight course 29 intersects with the enemy character 8, a second type reticle 22, an error range display 25, and a cooperation range display 27 are displayed.
[0072] The initial velocity Vh0 may be a fixed value, but may also be determined using parameter values set for the player character, such as the level of the player character 2, ability parameter values such as strength and stamina, the activation of skills that improve these abilities, and possession of items that improve these abilities.
[0073] FIG. 7 is a diagram for explaining parameter values related to the determination of whether or not the spear 4 will pierce the enemy character 8. In FIG. If an enemy character 8 is present in the destination of the spear 4, the two are determined to have hit, but whether or not the spear 4 pierces the enemy character 8 as a result of the hit is determined separately by a "piercing determination."
[0074] The parameter value of the enemy character 8 (target object) related to the "stab determination" is a "bounce attribute." The "bounce attribute" is a parameter value that indicates which category of bulletproof performance the spear 4 has among the categories set for each spear 4.
[0075] The category of spear 4 can be set as appropriate, for example, "standard object spear", "accelerated object spear (in flight)", "energy spear (electricity or flames in the shape of a spear)", etc. Attribute settings such as "earth", "water", "wind", "fire", "wood", "holy", and "magic" are also possible. Alternatively, categories related to the material, ingredients, and physical properties of spear 4, such as "special grade material", "first grade material", "second grade material", "mithril", "iron", and "cold air" may be used.
[0076] The "flip attribute" indicates which category of spears 4 is to be flipped. For example, it may be a list of flags by category. And, even if a spear 4 in the category set to the flip attribute hits an enemy character 8, it is negatively determined that it "does not stab" in the stabbing determination.
[0077] The parameter value of the spear 4 relating to the "sticking determination" is the hit power value Ph. The hit power value Ph is determined using as variables the spear type ability of the spear 4 and the hit speed Vh of the spear 4 at the time of hit determination.
[0078] The spear type abilities of the spear 4 are set, for example, attack power Fa, weight Wt, sharpness Sp, acceleration performance (during flight) Ac (for example, movement acceleration during flight), etc. Of course, the contents of the abilities are not limited to these and can be added or omitted as appropriate.
[0079] The hit speed Vh is the movement speed Vpc of the player character 2 at the time of the hit in the case of a direct attack, and is a value calculated by physical calculation or pseudo-physical calculation from movement parameter values such as the initial speed Vh0 and acceleration performance Ac, and the flight time in the case of a long-distance attack. It may also be calculated by further including gravitational acceleration and negative acceleration due to aerodynamic resistance.
[0080] The hit power value Ph is calculated so as to have a positive correlation with the attack force Fa, weight Wt, and sharpness Sp (the higher the value, the sharper the hit). The hit power value Ph is also calculated so as to have a positive correlation with the speed parameter value, i.e., the hit speed Vh, acceleration performance Ac, and environmental factor acceleration acting on the spear 4 (e.g., gravity, wind), etc. In the example of FIG. 7, a continuous positive correlation is shown in the graph, but the positive correlation may be stepped. The hit power value Ph may also be calculated using a kinetic energy formula.
[0081] The parameter value of the hit situation related to the "stick determination" is "hit angle θ". The hit angle θ is the relative angle between the surface of the enemy character 8 at the hit position and the traveling direction of the spear 4 (the direction of the tip of the spear 4).
[0082] The hit speed Vh is calculated from the initial speed Vh0. The initial speed Vh0 can be a fixed value, but it is preferable to determine it further using the parameter values set for the player character 2. In this case, the parameter values of the player character 2 will substantially affect the hit determination.
[0083] FIG. 8 is a diagram for explaining the stabbing determination and the change in the display mode of the spear 4 according to the determination result. In the stab determination process, if the value of the sine of the hit angle θ x the spear type coefficient ks x the deflection attribute coefficient kj is smaller than the stab defense value Pd set for the enemy character 8, it is determined to be a "no stab," and if it is greater than the stab defense value Pd, it is determined to be a "stab."
[0084] The spear category coefficient kc is determined in advance according to the category of the spear 4 that hits. It may also be determined according to the material of the spear 4. The repellent attribute coefficient kj is set to "0" when the category of the spear 4 that was hit, as indicated by the repellent attribute of the enemy character 8 that was hit, corresponds to a category that is a target for repellent, and is set to "1" when it corresponds to a category that is a target for not repellent. Note that the coefficient may be configured to set an intermediate value between "0" and "1" for each category. In that case, the repellent attribute coefficient kj may be read as the probability of being repelled.
[0085] The parameter values used for piercing determination can be added, omitted, or replaced as appropriate. For example, the level and skill of the player character 2, the level and skill of the spear 4, the weather in the game space, etc. may be used. For example, if the skill "Sure Hit" is set for the player character 2 or the spear 4, it may be determined that the spear has always pierced the target.
[0086] If the result of the stabbing determination is that the spear does not stab, the spear 4 that hits is displayed in a manner that makes it appear as if it is being deflected by the enemy character 8 that was hit. On the other hand, if it is determined that the spear 4 will "stab", the spear 4 that hits is displayed in a state in which it is stabbed into the enemy character 8 that was hit.
[0087] In the display form of the pierced state, the tip of the spear 4 that hits is displayed as if it is pierced into the hit enemy character 8. The ratio of the length of the tip buried in the enemy character 8 to the length of the tip is called the "depth."
[0088] The depth Dp is calculated based on, for example, the multiplication value of the sine of the hit angle θ, the hit power value Ph, and the sharpness Sp of the spear 4 that hit. The depth Dp basically has a positive correlation with these variables, and when it reaches a certain threshold, anything above that is set to a certain depth value (for example, 100%). Of course, the variables for calculating the depth Dp are not limited to these and can be set appropriately. For example, the sine of the hit angle θ may be omitted.
[0089] If the depth Dp is shallow, only the tip of the rod is stuck and the effect display is modest. If the depth Dp is deep, most of the rod is buried and the effect is flashy and the handle vibration, which expresses the strength of the hit, is displayed.
[0090] 9 and 10 are diagrams for explaining a change in the stabbing state when a spear 4 that has already been stuck is reused. When the player performs a predetermined status display operation, a status display 30 is displayed for each spear 4 that is already stuck. The status display 30 simply displays the stuck state of the spear 4. For example, a depth display 32 and attribute information 34 indicating that different action effects are set for the spear 4 depending on the stuck state are displayed. Other information displayed on the status display 30 can be set as appropriate. For example, in a multiplayer game, information about the player who used the spear 4 may be displayed. The remaining life time until the spear 4 disappears may also be displayed.
[0091] The player can then refer to the status display 30 and perform a state change operation on the spear 4 that has already been stuck, thereby allowing it to be reused. The form of reuse can be set as appropriate.
[0092] In the example of Fig. 9, the spear 4b is used as a foothold for the player character 2. Also, the status display 30 of the spear 4a indicates that it is only shallowly stuck, and the attribute information 34 indicates that if the spear 4a is stuck deeper, an additional action effect can be expected accordingly. When the player performs a "re-stabbing operation", which is one of the predetermined "state changing operations", the player character 2 is made to "follow up" by stabbing the already stuck spear 4a deeper.
[0093] In the example of Fig. 10, the player performs a "depth decreasing operation (which can also be an operation that effectively makes the depth zero depending on the operation time)" which is one of the predetermined "state changing operations" and a "re-stabbing operation" by changing the stabbing position. In other words, the spear 4a to be operated is once pulled out and then stabbed again.
[0094] As shown in FIG. 10(1), if the pulled-out spear 4a has a "barb (such as a reverse-pointing barb)", damage from the "barb" is inflicted on the enemy character 8 by the process of pulling it out while decreasing the depth Dp. Then, in FIG. 10(2), the player stabs the fully pulled-out spear 4a again in a different location. When stabbing in a different location, a hit between the spear 4a and the enemy character 8 is detected again, and a stabbing determination is made.
[0095] 11 is a diagram for explaining damage inflicted on an enemy character 8 by stabbing the enemy character 8 with a spear 4. The damage inflicted is the sum of a basic damage value DM1 and an attribute damage value DM2.
[0096] The basic damage value DM1 represents the amount of damage that occurs in common regardless of the type of spear 4 that is stabbed. For example, the basic damage value DM1 is calculated by a predetermined function f D1 The stab defense value Pd may be the stab defense value Pd set for the part of the enemy character 8 that is hit by the spear 4, among multiple parts of the enemy character 8, or may be the stab defense value Pd common to the entire enemy character 8. The basic damage value DM1 has a positive correlation with the hit power value Ph and the depth Dp, but has a negative correlation with the penetration defense value Pd.
[0097] Of course, the variables of the basic damage value DM1 are not limited to these and can be added or omitted as appropriate. For example, if level values are set for the player character 2 and spear 4, those level values can also be added to the variables. It is also possible to set whether to have a positive correlation or negative correlation with each variable, and to what extent the correlation should be given.
[0098] The attribute damage value DM2 represents the amount of damage determined according to the attribute set in the spear 4. For example, the attribute damage value DM2 is calculated by a predetermined function f D2 It is calculated as follows.
[0099] The time-correlated attribute damage value Dpz is the amount of damage that changes depending on the amount of time that has passed since the spear 4 was stabbed. For example, this includes damage caused by poison, paralysis, bleeding, freezing, petrification, etc. Therefore, the attribute damage value DM2 is set to have a positive correlation with the time-correlated attribute damage value Dpz.
[0100] The status change attribute damage value Dpl is the amount of damage caused by the change in the stabbing status of the spear 4. For example, this corresponds to damage that occurs only when the spear is pulled out by the "barrel" or explosive damage that occurs when the spear reaches a certain depth.
[0101] The combo attribute damage value Dcp indicates the amount of damage caused as a combo effect based on the number of other spears 4 already stuck in the combo range (range shown by combo range display 27; see Figures 5 and 6) with the hit position of the newly stuck spear 4 as the reference position and their relative positional relationship. Therefore, the combo attribute damage value Dcp is set to have a positive relationship with the number of other spears 4 (number of combo targets) that exist in the combo range and the relative distance.
[0102] Note that the variables of the attribute damage value DM2 are not limited to these examples and can be added or omitted as appropriate. In addition, it is also possible to set whether to have a positive correlation or negative correlation with each variable, and the degree of tendency to be given.
[0103] The settings relating to the basic damage value DM1 and the attribute damage value DM2 are stored in spear initial setting data 520 that is prepared in advance for each type of spear 4.
[0104] FIG. 12 is a diagram showing an example of the data configuration of the spear initial setting data 520. As shown in FIG. Spear initial setting data 520 stores various parameter values related to the initial setting of the spear of that type. Spear initial setting data 520 includes, for example, a unique spear type 521, a spear category 523, object model data 525 for displaying the spear on the game screen, flight course setting data 527, dimensional specifications 530, material 531, weight 532, sharpness 533, aiming error 534, acceleration performance 535, initial lifespan 536, and part attribute setting information 540 indicating unique attributes of each part of the spear.
[0105] The flight course setting data 527 stores various data for determining the trajectory of movement of the spear 4 of the type in question when it flies. For example, (1) for the spear 4 that flies with parabolic motion, a formula for drawing a parabola or a pseudo-parabolic curve is stored, and (2) for the spear 4 that flies with a zigzag course, a formula for defining the zigzag course and a function for setting the bending points are stored.
[0106] Acceleration performance 535 indicates the effective movement acceleration applied during flight (see FIG. 7; acceleration performance Ac). Acceleration performance 535 is not limited to a positive value, and can be a negative value. An example of a positive value is a spear 4 that is set to accelerate by magic, or that is equipped with a booster and accelerates during flight. An example of a negative value is a spear 4 that has a barb or a complex shape and is set to have high air resistance.
[0107] The initial lifespan 536 is the length of time that the pierced state continues after the spear 4 is pierced. In other words, it is an initial setting value for the duration of time until the pierced state of the spear 4 is released. The initial lifespan 536 is set as a length of time, but may be set as the number of turns depending on the game rules.
[0108] The part attribute setting information 540 can be prepared for each part set on the tip of the spear 4. In the example of Fig. 12, three parts are set according to the distance from the tip, and part attribute setting information 540 is prepared for each part.
[0109] One piece of part attribute setting information 540 includes part definition data 541 that defines the part to which the setting information is applied, attribute damage type 543, attribute activation condition 545, attribute damage value setting information 547, and attribute information display material data 548. Of course, data other than these may also be included as appropriate.
[0110] The attribute damage type 543 indicates whether it belongs to a time correlation / a status change / a linkage.
[0111] The attribute activation condition 545 defines the condition for the attribute damage to be applied. For example, the condition can be described by a specific action such as the spear 4 reaching a certain depth or pulling out the spear, the time elapsed since the spear 4 was stabbed or the depth reached a certain part, the level of the player character 2 or the spear 4, the type of enemy character 8, and the like.
[0112] The attribute damage value setting information 547 stores information related to the setting of the damage value related to the attribute of the part. For example, a function for calculating the damage value, a fixed value, a probability for determining whether or not to inflict damage, etc. are stored according to the content of the damage.
[0113] The attribute information display material data 548 is data for displaying, in the attribute information 34 (see FIG. 9) on the status display 30, that the relevant part has a unique attribute.
[0114] Next, the functional configuration will be described. 13 is a functional block diagram showing an example of a functional configuration of the server system 1100. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.
[0115] The operation input unit 100s is a means for inputting various operations for managing the server, and corresponds to the keyboard 1106 in FIG.
[0116] The server processing unit 200s is realized by electronic components such as processors serving as arithmetic circuits, such as a CPU, GPU, ASIC, FPGA, etc., as well as IC memories, and controls input and output of data between each functional unit including the operation input unit 100s and the server storage unit 500s.The server processing unit 200s performs various types of arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the player terminals 1500, etc., and performs integrated control of the operation of the server system 1100.
[0117] The server processing unit 200s includes a user management unit 202, a game management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units may also be included as appropriate.
[0118] The user management unit 202 performs processing related to user registration procedures and storage management of various information linked to user accounts. Specifically, the user management unit 202 performs (1) assignment of unique user accounts to registered users, (2) storage management of personal information for each user account, and (3) storage management of game-related save data.
[0119] The game management unit 210 performs various controls related to the progress control of the game. Specifically, the game management unit 210 has a moving object selection unit 212, a movement control unit 214, a sticking determination unit 216, a display mode control unit 218, a sticking state change control unit 220, a damage control unit 222, a status display control unit 224, an aim display control unit 226, and a life control unit 228. Of course, functional units other than these may also be included as appropriate.
[0120] The moving object selection unit 212 performs control to select a moving object from among multiple types of moving object candidates based on a selection operation by the player. Specifically, this corresponds to a control to equip the player character 2 with a spear 4 from among the spears 4 held by the player before playing, and a control to select a spear 4 to be used from among the equipped spears 4 (see FIG. 4).
[0121] The movement control unit 214 determines a movement parameter value related to the movement of the moving object based on the movement instruction operation, and controls the movement of the moving object using the movement parameter value. Specifically, when a direct attack is selected, the player character 2 is controlled to move in the game space based on the movement instruction operation, and its movement speed Vpc and movement acceleration are set as the movement parameter value of the moving object. When a long-distance attack is selected, the state before throwing is the same as a direct attack, but when a throwing operation is input, an initial speed Vh0 is determined as one of the movement parameter values based on the movement speed Vpc and movement acceleration of the player character 2 at that time. Then, during flight, the position Vh to which the spear 4 moves is updated based on the initial speed Vh0 and the acceleration performance Ac set in the spear 4 as the movement parameter value, and the position coordinates and posture are continuously updated.
[0122] The sticking determination unit 216 determines the hit situation including at least the hit angle θ when the moving object hits the target object, and determines whether the moving object has stuck in the target object using the hit situation and the type of the moving object (see Figures 7 and 8).
[0123] Specifically, the sticking determination unit 216 performs the following operations: (1) determines the hit power value Ph using the hit situation and the type of moving object, (2) determines the hit area where the moving object hits, and (3) determines whether the moving object sticks into the target object using the hit power value Ph and the attributes of the hit area.
[0124] More specifically, when the speed parameter value satisfies a second speed condition, which is a threshold condition faster than the first speed condition, the hit determination unit 216 determines the hit power value to be larger than when only the first speed condition is satisfied.
[0125] Then, the stick determination unit 216 determines the stick depth Dp using the hit situation or the hit power value Ph. Specifically, the depth Dp is determined based on the hit angle θ, which is one element describing the hit situation, the hit power value Ph, and the sharpness Sp (see FIG. 8).
[0126] When the sticking determination unit 216 determines that the moving object will stick, the display mode control unit 218 controls the display of the moving object sticking into the target object at the position where the moving object hits the target object, in a display mode according to the determination result (see FIG. 8). Specifically, the display mode control unit 218 changes the display mode in accordance with the hit power value Ph and the depth Dp. Of course, the display mode may be changed based on either the hit power value Ph or the depth Dp.
[0127] Furthermore, the display mode control unit 218 eliminates the stuck state and causes the moving object to disappear, based on a given life condition set for the stuck moving object.
[0128] The sticking state change control unit 220 changes the sticking state of the moving object based on the state change operation of the player. Specifically, the state change operation includes "an operation to decrease the depth (which may be an operation to make the depth zero, meaning that the object is not stuck, depending on the length of the operation)" and an operation to stick the moving object again, and changes the sticking depth of the moving object according to each operation (see Fig. 9 and Fig. 10).
[0129] The damage control unit 222 performs control to gradually inflict damage on the target object according to the time that the moving object remains stuck in the target object. Specifically, (1) calculation and application of a basic damage value DM1 according to the depth Dp, and (2) control of the calculation and application of the attribute damage value DM2 and time-correlated attribute damage value Dpz that are gradually applied to the target object depending on the time that the moving object is stuck in the target (see Figure 11). In addition, for a moving object in which attributes are defined for each part according to the depth at which it penetrates the target, the damage control unit 222 inflicts damage on the target based on the attributes of the part of the moving object according to the depth (see FIG. 12).
[0130] The status display control unit 224 controls the display of the status display 30 related to the stuck moving object (see FIG. 9).
[0131] The aim display control unit 226 controls the display of the aim 20, which is the destination of the moving object. Specifically, the aim display control unit 226 controls the display of the aim with different aim errors depending on the type of the selected moving object (see FIG. 6).
[0132] The lifespan control unit 228 controls the lifespan of a moving object in a stuck state based on the depth to which the moving object is stuck. Specifically, it determines the lifespan (e.g., time length, number of turns, etc.) until the stuck state is released.
[0133] The timekeeping unit 280s uses a system clock to keep track of the current date and time, time limit, and the like.
[0134] The sound generation unit 290s is realized by executing an IC or software that generates or decodes sound data, and generates or decodes sound data such as operation sounds and sound effects related to games and the like, BGM, and voice calls for system management of the server system 1100. Then, the sound signal related to the system management is output to the sound output unit 390s.
[0135] 1, the sound output unit 390s corresponds to a speaker (not shown) provided in the main device 1101 or the touch panel 1108.
[0136] The image generating unit 292s generates an image to be displayed on the image display unit 392s and outputs the image signal. This corresponds to a part of the function of generating screens related to system management of the server system 1100 and various screens related to the game (or data for displaying them on the player terminal 1500).
[0137] The image display unit 392s is realized by a device that displays an image, such as a flat panel display, a head mounted display, a projector, etc. In the example of FIG.
[0138] The communication control unit 294s executes data processing related to data communication, and realizes data exchange with an external device via the communication unit 394s.
[0139] The communication unit 394s realizes communication by connecting to the network 9. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, it corresponds to the communication device 1153.
[0140] The server storage unit 500s stores programs and various data for implementing various functions for the server processing unit 200s to comprehensively control the server system 1100. It is also used as a working area for the server processing unit 200s, and temporarily stores the results of calculations executed by the server processing unit 200s according to various programs. This function is implemented by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, online storage, etc. In the example of FIG. 1, this corresponds to storage media such as IC memory 1152 and hard disks mounted on the main unit, and storage 1140.
[0141] FIG. 14 is a diagram showing an example of programs and data stored in the server storage unit 500s. The server storage unit 500s stores a server program 501, a distribution client program 503, and game initial setting data 510. The server storage unit 500s also stores user management data 600, play data 700, and current date and time 900 as data that is sequentially generated and managed. The server storage unit 500s also stores other programs and data (such as timers, counters, and various flags) as appropriate.
[0142] The server program 501 is a program that is read and executed by the server processing unit 200s to realize the functions of the user management unit 202 and the game management unit 210. The delivery client program 503 is an original client program provided to the player terminal 1500 .
[0143] The game initial setting data 510 includes various initial setting data necessary for controlling the execution of the game. Specifically, the game initial setting data 510 includes game space initial setting data 512, player character initial setting data 514, sub-character initial setting data 516, spear initial setting data 520 (see FIG. 12), display mode definition data 558, and enemy character initial setting data 560. Of course, data other than these may also be included as appropriate.
[0144] The display mode definition data 558 is data that defines the display mode to be applied to the spear 4 that has been determined to stab, and is prepared for each type of spear 4 and each range of depth Dp.
[0145] One display mode definition data 558 includes an applicable spear type, an applicable depth range, effect data, vibration expression data, stabbing sound effect data, etc. When determining the length by which the tip of the spear 4 is embedded in the enemy character 8 including a variable other than the depth Dp (for example, the hit power value Ph), it is advisable to include a function for determining the embedded length in the definition data.
[0146] Enemy character initial setting data 560 is prepared for each type of enemy character 8, and stores various data that defines the initial state of the character. For example, as shown in Fig. 15, one enemy character initial setting data 560 includes a unique enemy type 561, object model data 563, ability parameter value list 565, and body part initial setting data 570. Of course, data other than these may also be included as appropriate.
[0147] The object model data 563 stores model data and motion data for displaying the enemy character on the game screen. Model data is prepared for each body part constituting the enemy character 8.
[0148] The ability parameter value list 565 stores parameter values that define the strength and type of various abilities that are applied to the enemy character 8 as a whole.
[0149] One part initial setting data 570 includes a unique part type 571, material attribute setting data 573, and bounce attribute setting data 577. Of course, other data may also be included as appropriate. For example, material type and hardness for each part may be included.
[0150] The material attribute setting data 573 includes data indicating the characteristics of the material of the part.
[0151] 14, the user management data 600 is prepared for each user who has been registered as a player, and stores various information associated with the user. The user management data 600 can store, for example, a unique user account including a user ID, a list of spears owned, game save data, and the like.
[0152] Play data 700 is created for each game play, and stores various data describing the game progress of that game play. As shown in Fig. 16, one play data 700 stores a unique play ID 701, a player account 703, sub-character management data 706, enemy character management data 708, player character management data 710, spear control data 740, hit spear management data 800, and play results 854. Of course, data other than these may also be included as appropriate.
[0153] The sub-character management data 706 is created for each sub-character 6, and stores various data (position coordinates, posture information, movement speed, movement acceleration, motion control data, etc.) describing the latest state of the enemy character.
[0154] The enemy character management data 708 is created for each enemy character 8, and stores various data describing the latest state of the enemy character (position coordinates, posture information, movement speed, movement acceleration, motion control data, etc.). In the example of Fig. 16, only one piece of management data is depicted, but if multiple enemy characters 8 appear at once, the same number of pieces of management data are prepared.
[0155] The player character management data 710 is created for each character when the player character 2 is placed in the game space, and stores various data describing the latest state of the character. Specifically, one player character management data 710 includes a unique character ID 711, position coordinates 713, motion control data 715, player character movement parameter values 717, an equipped spear list 720, an attack mode 722 indicating whether a direct attack or a long-range attack is currently selected, aim display control data 724, and status display control data 726.
[0156] The player character movement parameter values 717 include movement speed, movement acceleration, movement time, and the like.
[0157] The equipped spear list 720 is a list of spears 4 that the player character 2 is equipped with or possesses.
[0158] The spear control data 740 stores various data describing the latest status of the spear 4 to be used, selected from the equipped spear list 720. In the example of Fig. 16, only one spear control data 740 is depicted, but in a configuration in which the player character 2 uses multiple spears 4 at once, the number of spear control data 740 to be used is prepared.
[0159] The spear control data 740 includes a unique spear ID 741, a type of spear used 742, position coordinates in the game space 743, a posture control value 744, a flight flag 745 that is set to "1" when the spear is flown, and a spear movement parameter value 746. Of course, other data than these may also be included as appropriate.
[0160] The hit spear management data 800 is created for each spear 4 that hits an enemy character 8. 17, one hit spear management data 800 includes a unique spear ID 801, a spear type 802, a stabbing player account 803, a target enemy character ID 804 indicating the stabbed object, hit situation data 810, a hit power value 820, and stabbing state management data 830. Of course, other data than these can also be included as appropriate.
[0161] The hit situation data 810 stores various data describing the hit situation. For example, the hit situation data 810 includes a hit position 811, a hit part 813, a hit angle 815, and a hit speed 817. Of course, data other than these may also be included as appropriate.
[0162] The stabbing state management data 830 is created when the result of the stabbing judgment for the spear is "stabbed," and stores various data describing the stabbing state of the spear. Specifically, it includes depth 831, display mode setting 832 (information on the effect to be applied), stabbing start date and time 834, and applicable lifespan 836. Of course, other data than these can also be included as appropriate.
[0163] The applicable lifespan 836 is set based on the depth 831 of the spear 4. Specifically, an applicable magnification may be determined based on a given function having a positive or negative relationship with the depth 831, and the applicable magnification may be multiplied by the initial duration length 536 (see FIG. 12) to determine the applicable lifespan 836. Of course, the variable used in the given function is not limited to the depth 831, and a parameter value set for the part of the stabbed enemy character 8 (see part initial setting data 570 in FIG. 15) may be used.
[0164] By appropriately setting a given function, it is possible to create a state in which the deeper the spear 4 is stuck, the harder it is to remove, or conversely, depending on the part of the body where the spear is stuck, the deeper the spear 4 is stuck, the easier it is to remove as if it had been damaged. Either way, it is possible to increase the interest.
[0165] FIG. 18 is a functional block diagram showing an example of the functional configuration of the player terminal 1500. As shown in FIG. The player terminal 1500 includes an operation input unit 100 , a terminal processing unit 200 , a sound output unit 390 , an image display unit 392 , a communication unit 394 , and a terminal storage unit 500 .
[0166] The operation input unit 100 outputs operation input signals corresponding to various operation inputs made by the player to the device processing unit 200. For example, this can be realized by a push switch, a joystick, a touch pad, a track ball, an acceleration sensor, a gyro, a CCD module, etc. Examples of this include the direction input key 1502, button switch 1504, and touch panel 1506 in Fig. 2.
[0167] The terminal processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, and an IC memory, and controls input and output of data between each functional unit including the operation input unit 100 and the terminal storage unit 500. It executes various arithmetic processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the server system 1100, to control the operation of the player terminal 1500. This corresponds to the control board 1550 in FIG. 2.
[0168] The terminal processing unit 200 in this embodiment has a player terminal control unit 260 , a timing unit 280 , a sound generation unit 290 , an image generation unit 292 , and a communication control unit 294 .
[0169] The player terminal control unit 260 controls the player terminal 1500 to function as a client device that communicates with the server system 1100. Specifically, the player terminal control unit 260 includes an operation signal transmission control unit 261 and an image display control unit 262.
[0170] The operation signal transmission control unit 261 executes processing for transmitting various data and requests to the server system 1100 in response to operations performed on the operation input unit 100 .
[0171] The image display control unit 262 performs control for displaying a game screen, various operation screens, and the like, based on various data received from the server system 1100 .
[0172] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.
[0173] The sound generation unit 290 is realized, for example, by a digital signal processor (DSP), a processor such as a voice synthesis IC, or an audio codec capable of playing audio files, and generates sound signals for music, sound effects, and various operation sounds, and outputs them to the sound output unit 390.
[0174] The sound output unit 390 is realized by a device that outputs (emits) sound based on the sound signal input from the sound generation unit 290. This corresponds to the speaker 1510 in FIG.
[0175] The image generation unit 292 performs image generation, image composition, and output of image signals for displaying them on the image display unit 392, based on the processing result of the image display control unit 262. In the example of Fig. 2, this corresponds to a GPU (Graphics Processing Unit) and a graphics controller mounted on the control board 1550.
[0176] The image display unit 392 is realized by a device that displays images, such as a flat panel display, a head mounted display, a projector, etc. In the example of FIG.
[0177] The communication control unit 294 executes data processing related to data communication, and realizes data exchange with external devices via the communication unit 394.
[0178] The communication unit 394 realizes communication by connecting to the network 9. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 2, the wireless communication module 1553 corresponds to this.
[0179] In this embodiment, images of the game screen and various screens are generated by the server system 1100, but they may also be generated by the player terminal 1500. In this case, the image display control unit 262 controls objects arranged in a virtual three-dimensional space for generating 3DCG, for example, and the image generation unit 292 renders the 3DCG and executes various controls for generating the game screen.
[0180] The terminal storage unit 500 stores programs for causing the terminal processing unit 200 to realize given functions, various data, and the like. It is also used as a working area for the terminal processing unit 200, and temporarily stores the results of calculations executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, and the like. These functions are realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, and optical disks such as CD-ROMs and DVDs. In the example of FIG. 2, these correspond to the IC memory 1552 and memory card 1540 mounted on the control board 1550. A configuration using online storage is also possible.
[0181] Specifically, the terminal storage unit 500 records a client program 502 for causing the terminal processing unit 200 to function as the player terminal control unit 260, operation input data 690, and a current date and time 900. Of course, data other than these can also be stored as appropriate.
[0182] Next, the operation of the game system 1000 will be described. 19 and 20 are flowcharts for explaining the flow of the process executed by the server system 1100 for each game play.
[0183] The server system 1100 accepts the selection of the spear 4 to be equipped to the player character 2 (step S10). For example, by referring to the list of the number of spears owned by type in the player's user management data 600, the server system 1100 displays a list of the spears 4 owned by the player on the player terminal 1500 and accepts the selection operation of the spear 4 to be equipped. The result of the acceptance is stored as the equipped spear list 720.
[0184] Next, the server system 1100 executes an initialization process (step S12). Specifically, the server system 1100 places the player character 2 and the enemy character 8 in the game space. The spear 4 used by the player character 2 is the first type registered in the equipped spear list 720.
[0185] Next, the server system 1100 starts the game play (step S14), and accordingly starts the following control. That is, (1) Automatic control of enemy characters 8, (2) Control of the movement and actions of the player character 2 in response to movement instruction operations inputted via the player terminal 1500; (3) In response to a calling operation from the player terminal 1500, a selection screen 10 (see FIG. 4) is displayed on the player terminal 1500, and the spear 4 used by the player character 2 is switched in response to a selection operation on the screen. (4) Control of switching the attack mode of the player character 2 between direct attack and long-distance attack in response to an attack switching operation; (5) Control for changing the posture of the spear 4 held by the player character 2 in response to a posture change operation; (6) Display control of sight 20, (7) Control to display the status display 30 in response to a status display operation; Start.
[0186] After the game play starts, when the server system 1100 detects a throwing operation, it assumes that an operation to release the spear 4 has been performed (YES in step S40), and starts flight control of the spear 4 held by the player character 2 (step S42).
[0187] Specifically, the movement speed Vpc of the player character 2 at the time when the throwing operation is detected (or a value obtained by adding an additional speed corresponding to the throwing force or the effect of riding the sub-character 6) is set to an initial speed Vh0, and the spear 4 is moved so as to fly according to the flight course setting data 527. During flight, the acceleration performance 535 of the spear 4 is applied. Depending on the type of spear 4, movement control during flight may be performed by physical calculation.
[0188] Since the thrown spear 4 leaves the hand of the player character 2, the server system 1100 makes a new spear 4 appear in the game space and has the player character 2 ready to throw it (step S44).
[0189] After the game play starts, the server system 1100 monitors whether a spear 4 (moving object) hits an enemy character 8 (target).
[0190] If a hit is detected (YES in step S50), the server system 1100 creates hit spear management data 800 (see FIG. 17) and judges and determines the hit situation (step S52). Specifically, the server system 1100 (1) judges the hit position 811, (2) judges the hit part 813 of the enemy character 8, (3) judges the hit angle 815 (hit angle θ), and (4) determines the hit speed 817 (hit speed Vh).
[0191] Next, the server system 1100 calculates the hit power value Ph (step S54), and executes a hit determination (step S56).
[0192] 20, if the result of the stabbing determination is positive (stabbed) (YES in step S60), the server system 1100 determines the depth Dp (step S62) and displays the spear 4 stabbing the enemy character 8 in a display mode according to the depth Dp (step S64; see FIG. 8). Specifically, the tip of the spear 4 determined to be stabbed is buried in the enemy character 8 up to the proportion indicated by the depth Dp from the tip, and at the same time, effects and vibration expressions defined by the appropriate display mode definition data 558 (see FIG. 14) are executed, and a stabbing sound is emitted.
[0193] Next, the server system 1100 inflicts damage at the time of hit to the enemy character 8 that has been hit (step S66). Specifically, the server system 1100 calculates a basic damage value DM1. In addition, the server system 1100 calculates an attribute damage value DM2 based on the attribute damage value setting information 547 that satisfies the attribute activation condition 545 (see FIG. 12), and the sum of these is set as the damage value at the time of hit, which is subtracted from the durability value of the enemy character 8. Then, the server system 1100 sets the applicable life span 836 of the stuck spear 4 (step S68).
[0194] On the other hand, if the result of the piercing determination is negative (not pierced) (NO in step S60), the server system 1100 displays the spear 4 bouncing off the enemy character 8 that it hits (step S68; see FIG. 8).
[0195] Next, when the server system 1100 detects a state change operation on the spear 4 that is already stuck (YES in step S80), it changes the stuck state of the spear in accordance with the type of state change operation (step S82; see FIGS. 9 and 10).
[0196] Then, the attribute damage value DM2 associated with the state change is determined, and the attribute damage is inflicted on the enemy character 8 stuck with the spear 4 whose state has been changed (step S84).
[0197] Next, for each spear already stuck, a time-correlated attribute damage value Dpz is calculated and inflicted on the stuck target (step S100). For example, in the example of Fig. 12, when the depth Dp reaches the part A, the time-correlated attribute damage value Dpz of the poison damage is calculated using the attribute damage value setting information 547, and this is subtracted from the durability value of the enemy character 8 stuck with the spear 4. The elapsed time t is calculated as the difference between the spear 4 sticking start date and time 834 (see Fig. 17) and the current date and time 900.
[0198] Next, the server system 1100 searches for spears 4 whose elapsed time t from the sticking start date and time 834 has reached the applicable life span 836 (see FIG. 17), and erases the corresponding spears 4 (step S102). The manner of erasure can be set appropriately according to the settings of the spears 4. For example, the disappearance may be expressed by expressions such as falling out, dispersing and disappearing, exploding and disappearing, or dissolving.
[0199] Next, a process of defeating the enemy character 8 whose durability value has reached "0" is carried out, and game points are added (step S104).
[0200] Next, the server system 1100 determines whether a predetermined play end condition is met. The play end condition may be set appropriately. For example, it may be the lapse of a play time limit or the defeat of a predetermined number of enemy characters 8.
[0201] Then, the server system 1100 repeats steps S40 to S104 until the play end condition is satisfied (NO in step S110).
[0202] When the play ending condition is met (YES in step S110), the server system 1100 executes a predetermined game ending process (for example, announcing the play results, saving the save data, etc.) (step S112), and ends the series of processes.
[0203] As described above, according to this embodiment, the player can select the type of moving object to be used and control its movement. When the moving object hits an object, the hit situation including the hit angle is determined, and whether or not the moving object will pierce the object is determined according to the type of the moving object. If the moving object pierces the object, the state in which the moving object pierces the object is displayed on the game screen in a display mode according to the result of the determination.
[0204] Therefore, a new technique can be provided that can enrich the image representation of hunting and increase the excitement of hunting in games that use "piercing" items.
[0205] In this embodiment, the depth of the piercing is also determined in accordance with the determination of whether or not the object will pierce the target. The display mode of the moving object is then changed according to the depth. This allows a more realistic depiction of the piercing state, making the game more appealing.
[0206] In addition, the hit power value Ph, which indicates the strength of the "stick," is determined based on the hit situation and the type of moving object, and the stick judgment is made based on this. Therefore, the representation of the stick state on the game screen can be managed more precisely using the hit power value Ph, and a "stick" that looks more realistic can be expressed.
[0207] In addition, the player can change the state of a moving object that is already stuck by performing a state change operation. This allows players to play not only with the objective of simply sticking a "sticking" item, but also with the objective of using a moving object that is already stuck.
[0208] In addition, damage can be inflicted on the target object according to the time t that has elapsed since the moving object pierced the target object, or according to how far into the moving object the moving object is pierced.
[0209] In addition, the piercing can be determined by which part of the target the moving object Jekuo hits. Therefore, it is a game with a tactical element, such as where to aim at the target.
[0210] Also, information about moving objects that have already been stuck can be notified to the player on the status display 30. Therefore, by referring to the status display 30, it is interesting to devise playing tactics such as how to combine the types of moving objects and the parts of the objects that have been stuck to achieve better results.
[0211] In addition, a moving object stuck in an object is not maintained in that state permanently, but is released from the stuck state when its lifespan expires. The stuck moving object is then expressed as disappearing by being pulled out, dissipating into mist, exploding and disappearing, melting, or the like. This makes it possible to prevent problems such as a moving object already stuck blocking the sticking of a new moving object, a large number of moving objects stuck in the object making it difficult to see the object, or an unnecessary increase in the load on the calculation process.
[0212] A game has been realized in which the player stabs a target object by flying a moving object at it while supporting the player by displaying a target. Moreover, since the aiming error according to the type of moving object is taken into consideration, a tactical element is added in which the player must select which moving object to aim at depending on where on the target the object is to be shot, making the game more interesting.
[0213] Second Embodiment Next, the second embodiment will be described. The second embodiment is basically realized in the same way as the first embodiment, but when comparing the second embodiment with the first embodiment, the difference is that in the first embodiment, each function of game management is realized by the server system 1100, but in the second embodiment, game management is realized by the player terminal 1500. In the following, the differences from the first embodiment will be mainly described, and the same components as in the first embodiment will be given the same reference numerals as in the first embodiment, and duplicated explanations will be omitted.
[0214] 21 is a diagram showing an example of the functional configuration of a player terminal 1500B of this embodiment. Compared to the player terminal 1500 of the first embodiment, the player terminal 1500B has a game management unit 210 instead of the player terminal control unit 260.
[0215] The terminal storage unit 500 of this embodiment stores a game program 504 instead of a client program 502, game initial setting data 510, and play data 700.
[0216] In this embodiment, the processes described in Figures 19 and 20 in the first embodiment are executed by the player terminal 1500B. That is, the process execution subject in the description of Figures 19 and 20 should be replaced with the player terminal 1500B. In this embodiment, the same effects as in the first embodiment can be obtained.
[0217] [Modifications] Although the embodiment to which the present invention is applied has been described above, the forms to which the present invention can be applied are not limited to the above-described forms, and constituent elements can be added, omitted, or modified as appropriate.
[0218] (Variation 1) For example, the first embodiment shows an example in which the server system 1100 has the functions of the game management unit 210, and the second embodiment shows an example in which the player terminal 1500B has the functions of the game management unit 210, but an intermediate configuration is also possible. That is, based on the first embodiment, a configuration can be adopted in which some of the functions of the game management unit 210 are executed by the player terminal 1500. Conversely, based on the second embodiment, a configuration can be adopted in which some of the functions of the game management unit 210 are executed by the server system 1100.
[0219] (Variation 2) In the above embodiment, a spear 4 is exemplified as a moving object, but the handling of the moving object in the game is not limited to this. For example, as shown in FIG. 22(1), an arrow 5 of a bow 3 equipped by a player character 2B can be a moving object. Also, as shown in FIG. 22(2), a drill punch 7 fired by a player character 2 can be a moving object. Anything that moves and pierces a target can be appropriately used as a moving object in the present invention.
[0220] (Variation 3) The genre of games to which the present invention can be applied is not limited to action games, and may be any genre as long as a moving object is struck by an object. For example, the genre may be a game in which players throw virtual darts to compete to destroy or collapse an object with the fewest number of darts, or a RPG in which a player character 2 goes on an adventure using a bow 3.
[0221] (Variation 4) Furthermore, the spear category of the spear 4 and the rep attribute of the enemy character 8 are exemplified as elements that define the offensive and defensive relationship in the above embodiment, but the elements are not limited to these and can be set as appropriate.
[0222] For example, it is possible to set a compatibility relationship between the material of the spear 4 and the attribute of the enemy character 8. Specifically, if the material of the spear 4 is "wood," it is difficult to stab the enemy character 8 with the "fire" attribute (the probability of being determined to be stabbed is low), but a spear 4 made of metal is easy to stab.
[0223] (Variation 5) In the above embodiment, only one type of player character 2 and one type of sub-character 6 are illustrated, but the game may have a configuration in which there are multiple types of player character 2 and sub-character 6, and the player can play by combining them as desired. In that case, when throwing the spear 4, it is preferable to set the initial velocity Vh0 of the spear 4 to various values depending on the type of player character 2, the type of sub-character 6, and the combination of the type of player character 2 and the type of sub-character 6. [Explanation of symbols]
[0224] 2...Player character 4...Spear (moving object) 8...Enemy character (target object) 20…Aiming 30…Status display 32…Depth display 200s…Server processing section 210…Game Management Department 212...Moving object selection unit 214...Movement control unit 216…Stick detection section 218...Display mode control unit 220... State change control unit 222…Damage control unit 224...Status display control unit 226...Aiming display control unit 228...Life control unit 500s…Server storage 501...Server program 520…Spear initial setting data 521…Spear type 523…Spear category 527…Flight course setting data 534...Aiming error 535…Acceleration performance 536…Initial life 540…Part attribute setting information 543…Elemental damage type 547…Attribute damage value setting information 558...Display mode definition data 560... Initial enemy character data 570... Initial part setting data 575…Stab defense value 577...Flip attribute setting data 700...Play data 710...Player character management data 720…Equipped Spear List 724…Aiming display control data 726...Status display control data 740…Spear control data 742…Type of spear used 746…Spear movement parameter value 800...Hit spear management data 802…Spear type 810…Hit status data 815…Hit angle 817…Hit Speed 820 - Hit power value 830…Stick status management data 831...depth 832…Display mode setting 834…Start date and time of stabbing 1000…Game System 1100...Server system 1500…Player terminal
Claims
1. A computer system for controlling execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object has been stuck in the target object in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object, when the sticking determination means determines that the moving object will be stuck in the target object; a first damage application control means for applying damage to the target object in accordance with the lapse of time of the piercing state of the moving object; A computer system comprising:
2. The sticking determination means determines a sticking depth, The display mode control means changes the display mode according to the depth.
2. The computer system of claim 1.
3. The sticking determination means includes: determining a hit power value using the hit situation and the type of the moving object; determining whether the moving object will hit the target object using the hit power value; Do the following: the display mode control means changes the display mode in response to the hit power value.
2. The computer system of claim 1.
4. the sticking determination means determines a sticking depth by using the hit state or the hit power value; The display mode control means changes the display mode according to the depth.
4. The computer system of claim 3.
5. The movement parameter value includes a speed parameter value indicating a movement speed or a movement acceleration, the stick determination means, when the speed parameter value satisfies a second speed condition, which is a threshold condition faster than the first speed condition, determines the hit power value to be larger than when only the first speed condition is satisfied; 5. A computer system according to claim 3 or 4.
6. The game is a game in which the player controls a player character equipped with the moving object. the movement control means determines the speed parameter value using a movement speed or a movement acceleration of the player character moving in a game space; 6. The computer system of claim 5.
7. the game is a game in which the player controls a player character that moves the moving object, the stick determination means performs the stick determination further using a parameter value set for the player character. A computer system according to any one of claims 1 to 6.
8. a sticking state change control means for changing a sticking state of the moving object based on a state changing operation of the player; The computer system according to any one of claims 1 to 7, further comprising:
9. the sticking state change control means changes a sticking depth of the moving object; 9. The computer system of claim 8.
10. The state change operation includes an operation of decreasing the depth or setting the depth to zero, which means that the object is not stabbed, and an operation of stabbing the moving object again.
10. The computer system of claim 9.
11. A computer system for controlling execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target, and for performing a sticking determination including a sticking depth of the moving object into the target using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object is stuck in the target object in a display mode according to the depth at a position where the moving object hits the target object when the sticking determination means determines that the moving object will stick in the target object; a first damage application control means for applying damage according to the depth to the target object according to the passage of time of the piercing state of the moving object; A computer system comprising:
12. A computer system for controlling execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object has been stuck in the target object in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object, when the sticking determination means determines that the moving object will be stuck in the target object; Equipped with The sticking determination means includes: determining a hit power value using the hit situation and the type of the moving object; determining whether the moving object will hit the target object using the hit power value; determining a penetration depth using the hit status or the hit power value; Do the following: The display mode control means changes the display mode in accordance with the depth, a first damage application control means for applying damage according to the depth to the target object according to the lapse of time of the piercing state of the moving object; The computer system further comprises:
13. A computer system for controlling execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object has been stuck in the target object in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object, when the sticking determination means determines that the moving object will be stuck in the target object; a sticking state change control means for changing a sticking depth of the moving object based on a state change operation of the player; a first damage application control means for applying damage according to the depth to the target object according to the passage of time of the piercing state of the moving object; A computer system comprising:
14. A computer system for controlling execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object has been stuck in the target object in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object, when the sticking determination means determines that the moving object will be stuck in the target object; Equipped with The sticking determination means includes: determining a hit power value using the hit situation and the type of the moving object; determining whether the moving object will hit the target object using the hit power value; Do the following: the display mode control means changes the display mode in response to the hit power value; a first damage inflicting control means for inflicting damage according to the hit power value to the target object in accordance with the passage of time of a piercing state of the moving object; The computer system further comprises:
15. A computer system for controlling execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target, and for performing a sticking determination including a sticking depth of the moving object into the target using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object is stuck in the target object in a display mode according to the depth at a position where the moving object hits the target object when the sticking determination means determines that the moving object will stick in the target object; Equipped with The moving object has an attribute defined for each part of the moving object according to a depth of the moving object penetrating the target object, a second damage inflicting control means for inflicting damage on the target object based on an attribute of a part of the moving object according to the depth; The computer system further comprises:
16. A computer system for controlling execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object has been stuck in the target object in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object, when the sticking determination means determines that the moving object will be stuck in the target object; Equipped with The sticking determination means includes: determining a hit power value using the hit situation and the type of the moving object; determining whether the moving object will hit the target object using the hit power value; determining a penetration depth using the hit status or the hit power value; Do the following: The display mode control means changes the display mode in accordance with the depth, The moving object has an attribute defined for each part of the moving object according to a depth of the moving object penetrating the target object, a second damage inflicting control means for inflicting damage on the target object based on an attribute of a part of the moving object according to the depth; The computer system further comprises:
17. A computer system for controlling execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object has been stuck in the target object in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object, when the sticking determination means determines that the moving object will be stuck in the target object; Equipped with The moving object has an attribute defined for each part of the moving object according to a depth of the moving object penetrating the target object, a sticking state change control means for changing a sticking depth of the moving object based on a state change operation of the player; a second damage inflicting control means for inflicting damage on the target object based on an attribute of a part of the moving object according to the depth; The computer system further comprises:
18. The object has attributes defined for each part, The sticking determination means includes: determining a hit portion hit by the moving object; determining whether the moving object will pierce the target object using an attribute of the hit portion; To carry out A computer system according to any one of claims 1 to 17.
19. a status display control means for displaying a status regarding the moving object in the stuck state; The computer system of any one of claims 1 to 18, further comprising:
20. the display mode control means, based on a given lifespan set for the moving object in the stuck state, eliminates the stuck state and causes the moving object to be displayed as having disappeared; A computer system according to any one of claims 1 to 19.
21. A computer system for controlling execution of a game in which a given moving object is stabbed into a given target based on a movement instruction operation by a player, comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of the moving object stuck in the target object in a display mode corresponding to a judgment result of the sticking judgment means at a position where the moving object hits the target object when the sticking judgment means judges that the moving object will be stuck, and for eliminating the stuck state and displaying the moving object as if it has disappeared based on a given lifespan set for the moving object in the stuck state; a lifespan control means for controlling the lifespan of the moving object in the stuck state; A computer system comprising:
22. the moving object is an object that flies in a game space, the movement instruction operation is an operation of releasing the moving object, an aim display control means for displaying and controlling an aim to be a destination of the moving object, the aim display control means being configured to display and control the aim with an aim error corresponding to the parameter value of the moving object; 22. The computer system of claim 1, further comprising:
23. a player terminal of the player; A server system which is a computer system according to any one of claims 1 to 22; A game system connected so as to be communicatively connected.
24. A program for causing a computer system to control execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, the program comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object by using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object has been stuck in the target object in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object when the sticking determination means has determined that the moving object will be stuck in the target object; a first damage inflicting control means for inflicting damage to the target object according to the lapse of time of the piercing state of the moving object; A program for causing the computer system to function as the
25. A program for causing a computer system to control execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, the program comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target, and performing a sticking determination including a sticking depth of the moving object into the target using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object is stuck in the target object in a display mode corresponding to the depth at a position where the moving object hits the target object when the sticking determination means determines that the moving object will stick in the target object; a first damage application control means for applying damage according to the depth to the target object according to the lapse of time of the piercing state of the moving object; A program for causing the computer system to function as the
26. A program for causing a computer system to control execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, the program comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object by using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object has been stuck in the target object in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object when the sticking determination means has determined that the moving object will be stuck in the target object; and causing the computer system to function as The sticking determination means includes: determining a hit power value using the hit situation and the type of the moving object; determining whether the moving object will hit the target object using the hit power value; determining a penetration depth using the hit status or the hit power value; Do the following: The display mode control means changes the display mode in accordance with the depth, a first damage application control means for applying damage according to the depth to the target object according to the lapse of time of the piercing state of the moving object; A program for causing the computer system to further function as a
27. A program for causing a computer system to control execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, the program comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object by using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object has been stuck in the target object in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object when the sticking determination means has determined that the moving object will be stuck in the target object; a sticking state change control means for changing a sticking depth of the moving object based on a state change operation of the player; a first damage application control means for applying damage according to the depth to the target object according to the lapse of time of the piercing state of the moving object; A program for causing the computer system to function as the
28. A program for causing a computer system to control execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, the program comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object by using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object has been stuck in the target object in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object when the sticking determination means has determined that the moving object will be stuck in the target object; and causing the computer system to function as The sticking determination means includes: determining a hit power value using the hit situation and the type of the moving object; determining whether the moving object will hit the target object using the hit power value; Do the following: the display mode control means changes the display mode in response to the hit power value; a first damage inflicting control means for inflicting damage according to the hit power value to the target object in accordance with the passage of time of a piercing state of the moving object; A program for causing the computer system to further function as a
29. A program for causing a computer system to control execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, the program comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target, and performing a sticking determination including a sticking depth of the moving object into the target using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object is stuck in the target object in a display mode corresponding to the depth at a position where the moving object hits the target object when the sticking determination means determines that the moving object will stick in the target object; and causing the computer system to function as The moving object has an attribute defined for each part of the moving object according to a depth of the moving object penetrating the target object, a second damage inflicting control means for inflicting damage on the target object based on an attribute of a part of the moving object according to the depth; A program for causing the computer system to further function as a
30. A program for causing a computer system to control execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, the program comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object by using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object has been stuck in the target object in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object when the sticking determination means has determined that the moving object will be stuck in the target object; and causing the computer system to function as The sticking determination means includes: determining a hit power value using the hit situation and the type of the moving object; determining whether the moving object will hit the target object using the hit power value; determining a penetration depth using the hit status or the hit power value; Do the following: The display mode control means changes the display mode in accordance with the depth, The moving object has an attribute defined for each part of the moving object according to a depth of the moving object penetrating the target object, a second damage inflicting control means for inflicting damage on the target object based on an attribute of a part of the moving object according to the depth; A program for causing the computer system to further function as a
31. A program for causing a computer system to control execution of a game in which a given moving object is stabbed into a given target object that is an object to be attacked based on a movement instruction operation by a player, the program comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object by using the hit situation and a parameter value set for the moving object; a display mode control means for controlling a display of a state in which the moving object has been stuck in the target object in a display mode corresponding to a result of the determination by the sticking determination means, at a position where the moving object has hit the target object when the sticking determination means has determined that the moving object will be stuck in the target object; and causing the computer system to function as The moving object has an attribute defined for each part of the moving object according to a depth of the moving object penetrating the target object, a sticking state change control means for changing a sticking depth of the moving object based on a state change operation of the player; a second damage inflicting control means for inflicting damage on the target object based on an attribute of a part of the moving object according to the depth; A program for causing the computer system to further function as a
32. A program for causing a computer system to control execution of a game in which a given moving object is stabbed into a given target based on a movement instruction operation by a player, the program comprising: a movement control means for determining a movement parameter value relating to the movement of the moving object based on the movement instruction operation and controlling the movement of the moving object using the movement parameter value; a sticking determination means for determining a hit situation including at least a hit angle when the moving object hits the target object, and for determining whether the moving object has stuck in the target object by using the hit situation and a parameter value set for the moving object; a display mode control means for controlling, when it is determined by the sticking determination means that the moving object will be stuck, a display of the moving object stuck in the target object at a position where the moving object has hit the target object in a display mode corresponding to a determination result of the sticking determination means, and for eliminating the stuck state and displaying the moving object as if it had disappeared based on a given lifespan set for the moving object in the stuck state; a lifespan control means for controlling the lifespan of the moving object in the stuck state; A program for causing the computer system to function as the
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