Game program and game device
The game program and device configuration address the limitation of requiring a dedicated button for character rotation by using predetermined operations, allowing for backward character movement without such a button, thus enhancing gameplay flexibility and compatibility.
Patent Information
- Application Number
- JP2023058141
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-31
- Publication Date
- 2025-05-21
- Estimated Expiration
- 2043-03-31
AI Technical Summary
Existing game programs and devices often require a dedicated button for a character to turn backward, which may not be feasible on all controllers due to limited button availability.
A game program and device configuration that allows a player character to turn backward without a dedicated button by using predetermined operations such as moving backward for a specified time, backstepping, jumping backward, or when an enemy character reaches a predetermined state.
Enables character rotation without the need for a dedicated button, enhancing gameplay flexibility and compatibility with various controller configurations.
Smart Images

Figure 0007680680000001 
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Figure 0007680680000003
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a game program and a game device. [Background technology]
[0002] Among game programs, there are fighting games in which a player controls a player character to fight against characters controlled by other players or a computer. In fighting games, a direction control device for controlling the movement of the character and an attack operation push button for performing an attack operation by the character are used. The fighting game device of Patent Document 1 is provided with a button dedicated to a turning operation for making the character turn backwards. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2005-73927 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, it is not always possible to provide a dedicated button on a controller used in a game device.
[0005] An object of the present invention is to enable a character to turn backward without providing a dedicated button. [Means for solving the problem]
[0006] A first aspect of the present invention provides a computer comprising: a game progression unit that causes a player character to move in a virtual space in response to an operation by a player; a character control unit that controls a plurality of characters other than a player character to be placed in the virtual space; Function as a the player character is movable in a forward direction, which is a front side, and a backward direction, which is a rear side, in the virtual space; When a predetermined operation including an operation of moving the player character backward is input in a case where the characters are positioned on the front side and the rear side of the player character, the game progression unit causes the player character to turn backward. It is a game program.
[0007] In a first aspect, When an operation to move the player character backward is input, the player character is moved backward without turning around, When a predetermined operation including an operation for moving the player character backward is input, the player character may be caused to turn around and move backward.
[0008] In a first aspect, The predetermined operation may be an operation of moving the player character backward for a predetermined period of time or more.
[0009] In a first aspect, The predetermined operation may be an operation for jumping the player character backward.
[0010] In a first aspect, The predetermined operation may be an operation of continuously inputting an operation for moving the player character backward a plurality of times.
[0011] In a first aspect, When the character disposed in front of the player character reaches a predetermined state, the player character may be caused to turn around backward.
[0012] A second aspect of the present invention is a method for controlling a computer-implemented program for a computer-implemented system, comprising: A control unit that executes the game program; It is a game device equipped with the above. Effect of the Invention
[0013] According to the present disclosure, it is possible to make a character turn backwards without providing a dedicated button. [Brief description of the drawings]
[0014] [Figure 1] FIG. 13 is a diagram showing a game screen when there is one enemy character. [Diagram 2] FIG. 2 is a block diagram showing the configuration of the game device. [Diagram 3] FIG. 2 is a diagram illustrating a configuration of a controller. [Figure 4] FIG. 13 is a diagram showing a game screen when there are two enemy characters. [Diagram 5] 11A to 11C are diagrams showing the movement of a player character when a predetermined operation is input. [Figure 6] 11A to 11C are diagrams showing the movement of a player character when a predetermined operation is input. [Figure 7] 13A to 13C are diagrams illustrating the actions of a player character when an enemy character is in a predetermined state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] [Embodiment] Hereinafter, an embodiment of a game program and a game device will be described.
[0016] A game based on this game program is played in a virtual space. The type of game is, for example, a fighting game in which a player character C1 and an enemy character C2 fight each other (see FIG. 1).
[0017] In the fighting game, a ground G is set in the virtual space, and the player character C1 and enemy character C2 fight on the ground G. In a one-on-one fighting game, victory or defeat is determined when the vitality value of either the player character C1 or the enemy character C2 reaches zero. In a two-on-one fighting game, victory or defeat is determined when the vitality value of either the player character C1 or the multiple enemy characters C2 and C3 reaches zero.
[0018] Configuration of the Game Device Hardware Configuration 2 is a block diagram showing the configuration of the game device 5. The game device 5 executes a predetermined game based on a user's operation. The game device 5 has a display 61, a speaker 62, and a controller 63 either externally connected or built-in.
[0019] The game device 5 may be, for example, a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), Nintendo Switch (registered trademark), or other commercially available device.
[0020] In the game device 5, the game progresses based on the installed game program and game data. The game devices 5 can also communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown).
[0021] The game device 5 has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.
[0022] The network interface 51 is communicatively connected to the communication network in order to transmit and receive various data to and from, for example, other game devices 5 and external server devices (not shown).
[0023] The graphics processing unit 52 renders game images including the player character and various objects in the virtual space in a moving image format according to the game image information output from the control unit 56. The graphics processing unit 52 is connected to a display 61 (e.g., a liquid crystal display). The game images rendered in a moving image format are displayed on the display 61 as a game screen.
[0024] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 reproduces digital game sounds in accordance with instructions from the control unit 56. Specifically, the audio processing unit 53 converts the sound data output by the control unit 56 into an analog signal and outputs it to the speaker 62.
[0025] The audio processing unit 53 is configured to be capable of outputting multi-channel audio in order to reproduce three-dimensional sound. Accordingly, a plurality of speakers 62 are connected to the game device 5. These speakers 62 may be arranged on the left and right, front and rear, above, etc. of a listener (e.g., a game player) in order to reproduce three-dimensional sound.
[0026] The operation unit 54 is connected to the controller 63. The operation unit 54 transmits and receives signals to and from the controller 63. A game player operates various operators such as buttons of the controller 63 to input signals (commands, data, etc.) to the game device 5.
[0027] The controller 63 includes, as operators, a direction operator 631 and a motion operator 632 (see FIG. 3).
[0028] The directional controller 631 of the controller 63 is configured to be able to input up, down, left and right directions. Two directional controllers 631 are arranged on the left side of the controller 63. The directional controller 631 arranged on the upper side is a cross key, and the directional controller 631 arranged on the lower side is a stick. By pressing the cross key in the up, down, left and right directions, commands in the up, down, left and right directions can be input to the game device 5. By tilting the stick in the up, down, left and right directions, commands in the up, down, left and right directions can be input to the game device 5.
[0029] The action operator 632 of the controller 63 is composed of a push button, etc. By pressing the action operator 632, a command preset for each action operator 632 can be input to the game device 5. The controller 63 is also provided with a display 61.
[0030] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. Game data, various programs including a game program, etc. are stored in the storage unit 55. Examples of game data include game media and user account information.
[0031] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.
[0032] <Functional configuration of the control unit 56> The control unit 56 executes a game program, thereby functioning as a game progression unit 561 and an enemy character control unit 562 as a character control unit (see FIG. 2).
[0033] -Game Progression Section 561- The game progression unit 561 moves the player character C1 in the virtual space in response to operations by the user (here, the game player). The game progression unit 561 also moves non-player characters and predetermined objects (such as vehicles) in the virtual space.
[0034] The game progression unit 561 controls the actions of non-player characters and predetermined objects using, for example, AI (artificial intelligence). The game progression unit 561 progresses the game in accordance with the actions of the player character C1 and the non-player characters.
[0035] In this game program, the player character C1 is set to have a front side and a rear side. In this game, the player character C1 during a match faces either left or right on the display screen (game screen).
[0036] In this game, when the player character C1 faces right (left) on the display screen, the right side (left) of the player character C1 becomes the front side of the player character C1. Also, when the player character C1 faces right (left) on the display screen, the left side (right) of the player character C1 becomes the rear side.
[0037] In the following, the direction in front of the player character C1 may be referred to as the "front direction", and the direction behind the player character C1 may be referred to as the "rear direction". In other words, when the player character C1 faces to the right of the display screen during a match, the right direction (left direction) is the front direction (rear direction). Also, when the player character C1 faces to the left of the display screen, the left direction (right direction) is the front direction (rear direction). In the following, the "front direction" of the player character C1 may be referred to as the front, and the "rear direction" may be referred to as the rear.
[0038] In this game, a vitality value is set for the player character C1. The "vitality value" here is a parameter that causes the player character C1 to enter a defeated state when the vitality value reaches 0. The "defeat state" here refers to a state in which the player character C1 is no longer able to interfere with other characters. When the player character C1 enters a defeated state, the user loses the fighting game.
[0039] In this game program, the game progression unit 561 acquires information about enemy characters C2 and C3. In this game, the information acquired by the game progression unit 561 is position information of the enemy characters C2 and C3 in virtual space, information indicating their status, vitality values, etc.
[0040] <Movement of player character C1> Here, we will explain the actions that the game progression unit 561 makes the player character C1 perform in response to user operations.
[0041] 3 to 7 are diagrams showing a display screen (game screen) displayed on the display 61. The up / down and left / right directions of the display screen will be defined and explained using the up / down and left / right arrows shown in FIGS.
[0042] In this game, a player character C1 and enemy characters C2 and C3 are placed in a virtual space. As will be described later, the player character C1 and enemy characters C2 and C3 are set to perform similar actions and be in similar states.
[0043] The game progression unit 561 moves the player character C1 placed in the virtual space in response to the user's operation of the directional control 631. The game progression unit 561 changes the position information of the moved player character C1.
[0044] In this game program, the player character C1 may move forward or backward. In this game, when the user inputs the front direction (backward direction) of the direction control 631, the player character C1 moves forward (backward).
[0045] In this game program, the player character C1 may run forward or backward. Here, "running" means that the player character C1 moves a predetermined distance forward or backward on the ground G in the virtual space.
[0046] In this game, the player character C1 runs forward (backward) when the user inputs the front direction (backward direction) of the directional control 631 multiple times in succession. Hereinafter, the player character C1 running forward may be referred to as a "dash" and running backward may be referred to as a "backstep".
[0047] In this game program, the player character C1 may jump. Here, "jumping" means that in the virtual space, the player character C1 moves upward from the ground G to the highest point, and then moves downward from the highest point to the ground G. In this game, the user inputs the upward direction of the direction control 631, causing the player character C1 to jump.
[0048] In this game program, the player character C1 may jump. Here, "jump movement" means that the player character C1 moves forward or backward while jumping up or down. In this game, the user simultaneously inputs the upward and forward (backward) directions of the directional control 631, causing the player character C1 to jump forward (backward).
[0049] The game progression unit 561 moves the player character C1 placed in the virtual space in accordance with the user's operation of the action controller 632. The game progression unit 561 changes the state of the player character C1 in accordance with the movement of the player character C1.
[0050] In this game program, the player character C1 may attack. Here, "attack" means, for example, that the player character C1 performs a predetermined action such as punching or kicking. In this game, the user inputs the action controls 632, and the player character C1 performs an attack corresponding to each action control 632.
[0051] In this game, the attacking player character C1 is in an attacking state. The strength values of enemy characters C2 and C3 that are hit by the attack of player character C1 decrease. In this game, when the user inputs action controls 632, player character C1 performs an attack corresponding to each action control 632.
[0052] In this game program, the player character C1 may guard. Here, "guard" refers to a state in which the decrease in the vitality value of the player character C1 when the player character C1 is hit by an attack from an enemy character C2 or C3 is reduced or eliminated.
[0053] In this game, the player character C1 who is guarding is in a guard state. In this game, when the user inputs the rear direction of the directional control 631, if the enemy character C2 is in an attacking state, the player character C1 is in a guard state.
[0054] In this game, the player character C1 in the guard state is set not to move within the virtual space. In other words, if the user inputs the directional control 631 in the backward direction and the player character C1 is moving backward, when the enemy character C2 goes into an attacking state, the player character C1 stops moving backward and goes into a guard state.
[0055] In this game program, the player character C1 may use a special move. The "special move" here refers to a special attack that occurs when the user inputs a specific command. The "command" here refers to a predetermined operation that combines the direction operator 631 and the action operator 632. The player character C1 that is using the special move is in an attacking state.
[0056] In this game, the input direction of the directional controller 631 related to special move commands is set to correspond to the up / down and front / back directions of the player character C1, rather than the up / down and left / right directions of the display screen during a battle. Therefore, the input direction of the directional controller 631 of the user inputting a special move command changes depending on whether the player character C1 is facing left or right on the display screen.
[0057] Specifically, suppose that the command for the special move of the player character C1 is set to input the backward direction of the directional control device 631 for 40 frames, and then simultaneously input the forward direction of the directional control device 631 and the action control device 632. At this time, if the player character C1 is facing to the right (left), the user will input the left direction (right direction) of the directional control device 631 for 40 frames, and then input the right direction (left direction) of the directional control device 631 and the action control device 632 simultaneously.
[0058] In this game, there are operations that change the input direction of the user's direction operator 631 depending on whether the player character C1 faces left or right on the display screen during a battle. Specifically, these include operations to move the player character C1 forward or backward, operations to put the player character C1 in a guard state, and commands for special moves. For this reason, in this game program, it is important for the user to know whether the player character C1 faces left or right on the display screen during a battle.
[0059] <The player character C1 turns around backwards> In this game program, the player character C1 may turn around to face backward. Here, "turning around to face backward" means that the player character C1 turns around from its current orientation to face backward, and the front side and back side of the player character C1 are swapped in the virtual space.
[0060] 4 is a diagram showing a game screen on which a player character C1 and enemy characters C2 and C3 are positioned. The enemy character C2 is positioned in front of the player character C1, and the enemy character C3 is positioned behind the player character C1. The enemy character C2 faces left, and the enemy character C3 faces right. In other words, the enemy characters C2 and C3 face the direction of the player character C1.
[0061] The game progression unit 561 acquires position information of the enemy characters C2, C3. From the position information of the enemy characters C2, C3, the game progression unit 561 determines whether the enemy characters C2, C3 are located in front of or behind the player character C1.
[0062] The game progression unit 561 determines whether or not enemy characters C2, C3 are located on both the front and back sides of the player character C1. If the game progression unit 561 determines that enemy characters C2, C3 are located on both the front and back sides of the player character C1, the game progression unit 561 determines whether or not to turn the player character C1 backward.
[0063] The game progression unit 561 determines whether or not to cause the player character C1 to turn backward. The game progression unit 561 determines to cause the player character C1 to turn backward when it determines that the user has input a "predetermined operation" or when the enemy character C2 in front of the player character C1 has entered a "predetermined state."
[0064] -Predetermined operation- 5 and 6 are diagrams showing the movement of the player character C1 when the user inputs a predetermined operation. The player character C1 is shown in solid lines after turning back, and in dashed lines before turning back. When the user inputs a predetermined operation, the player character C1, which is located at the dashed line on the right, turns back while moving to the solid line on the left.
[0065] When the game progression unit 561 determines that the user has input a predetermined operation, it determines to turn the player character C1 backward. In this game, the following three operations (A) to (C) are set as conditions for the game progression unit 561 to determine that the user has input a predetermined operation.
[0066] (A): Move backward for a specified period of time or more (B): Backstep operation (C): Jump backwards The game progression unit 561 determines to cause the player character C1 to turn backwards on the condition that the user inputs any one of the predetermined operations (A) to (C).
[0067] Here, the processing of the game progression unit 561 when the user inputs predetermined operations (A) to (C) will be described.
[0068] (A): Move backward for a specified period of time or more The game progression unit 561 determines that a predetermined operation (A) has been input on the condition that the player character C1 has moved backward on the ground G for a predetermined period of time or more. In this example, the "predetermined period of time" is set to 10 frames. When the game progression unit 561 determines that a predetermined operation (A) has been input, it causes the player character C1 to turn backward (see FIG. 5).
[0069] In this game, the game progression unit 561 moves the player character C1 backwards when the user inputs the backward direction of the directional control device 631. The game progression unit 561 continues to move the player character C backwards while the user continues to input the backward direction of the directional control device 631.
[0070] The game progression unit 561 compares the duration of the backward movement of the player character C1 with a predetermined time. If the duration of the backward movement of the player character C1 is equal to or longer than the predetermined time, the game progression unit 561 determines that a predetermined operation has been input.
[0071] The game progression unit 561 determines that a predetermined operation has not been input if the player character C1 continues to move backwards for a predetermined time or less even if the user continues to input a backward direction with the directional control 631. Specifically, this is the case when the player character C1 stops moving backwards because it enters a guard state, for example, and the backward movement time of the player character C1 becomes equal to or less than the predetermined time.
[0072] (B): Backstep operation The game progression unit 561 determines that a predetermined operation (B) has been input on the condition that the player character C1 has backstepped on the ground G. If the game progression unit 561 determines that a predetermined operation (B) has been input, it causes the player character C1 to turn backward (see FIG. 5).
[0073] In this game, when the user inputs the rear direction of the directional control 631 multiple times in succession (inputting an operation to move backward multiple times in succession), the game progression unit 561 causes the player character C1 to backstep. When the player character C1 backsteps, the game progression unit 561 causes the player character C1 to backstep and at the same time turns around backwards.
[0074] (C): Jump backwards The game progression unit 561 determines that a predetermined operation (C) has been input on the condition that the player character C1 has jumped backwards. When the game progression unit 561 determines that a predetermined operation (C) has been input, it causes the player character C1 to turn backwards (see FIG. 6).
[0075] In this game, when the user simultaneously inputs the upward and backward directions of the directional control 631, the game progression unit 561 causes the player character C1 to jump backward. When the player character C1 jumps, the game progression unit 561 causes the player character C1 to jump backward and at the same time turns around backward.
[0076] When an operation other than those set among the predetermined operations (A) to (C) that causes the player character C1 to move backwards is input, the game progression unit 561 moves the player character C1 backwards without turning around.
[0077] -Predetermined state- 7 is a diagram showing an enemy character C2 positioned in front of the player character C1 in a predetermined state. The enemy character C2 is shown lying face up on the ground G. The enemy character C2 lying face up indicates that the enemy character C2 is in a defeated state.
[0078] The game progression unit 561 determines whether or not the enemy character C2, which is positioned in front of the player character C1, has reached a predetermined state. If the game progression unit 561 determines that the enemy character C2 has reached a predetermined state, it causes the player character C1 to turn backward. In this game, a losing state is set as the "predetermined state."
[0079] Here, we will explain the processing of the game progression unit 561 when the enemy character C2 enters a defeated state, which is a predetermined state.
[0080] The game progression unit 561 acquires the vitality values of the enemy characters C2 and C3. When the vitality value of the enemy character C2 positioned in front of the player character C1 reaches 0, the game progression unit 561 determines that the enemy character C2 is in a defeated state. When the game progression unit 561 determines that the enemy character C2 is in a defeated state, it causes the player character C1 to turn backwards.
[0081] -Enemy character control section 562- The enemy character control unit 562 operates enemy characters C2 and C3 as multiple characters other than the player character C1 in a virtual space in response to, for example, an operation of AI (artificial intelligence) or a user different from the user of the player character C1 (see Figs. 1, 4 to 7). In this game, the enemy characters C2 and C3 during a battle face either left or right on the display screen (game screen).
[0082] In this game, enemy characters C2 and C3 are assigned vitality values. When the vitality value reaches 0, enemy characters C2 and C3 are also defeated. When all enemy characters C2 and C3 placed in the virtual space are defeated, the user wins the fighting game.
[0083] The enemy character control unit 562 moves the enemy characters C2 and C3 arranged in the virtual space. For example, the enemy characters C2 and C3 move in the virtual space in response to an instruction from the AI. That is, the enemy character control unit 562 changes the position information of the enemy characters C2 and C3 in the virtual space.
[0084] In this game program, the enemy characters C2 and C3 may attack. The attacking enemy characters C2 and C3 are in an attacking state. If the player character C1 is hit by the attack of the enemy characters C2 and C3, the vitality value decreases.
[0085] In this game program, the enemy characters C2 and C3 behave in the same manner as the player character C1. When the enemy characters C2 and C3 are operated by a user other than the user of the player character C1, the enemy characters C2 and C3 are set so that they can be operated by the controller 63 in the same manner as the player character C1.
[0086] In this game program, the enemy character control unit 562 acquires information on the player character C1. In this game, the information acquired by the enemy character control unit 562 includes position information of the player character C1 in the virtual space, information indicating the state, vitality value, etc.
[0087] Example of operation When the game starts, the game progression unit 561 moves the player character C1 in response to the user's (here, the game player's) operation of the controller 63. The game progression unit 561 also moves objects such as non-player characters as necessary.
[0088] As the game progresses, a fight begins between the player character C1 and the enemy characters C2 and C3. In this example, it is assumed that at the start of the fight, the enemy character C2 is positioned in front of the player character C1, and the enemy character C3 is positioned behind him (see FIG. 4).
[0089] -Predetermined operation- When the user inputs a predetermined operation, the game progression unit 561 performs the following processing.
[0090] (1) Obtain the enemy character's position information (2) Determining whether the user's operation is a specified operation (3) Turn the player character backwards For example, it is assumed that a player character C1 is placed in a virtual space. It is assumed that an enemy character C2 is placed in front of the player character C1, and an enemy character C3 is placed behind the player character C1. Under these assumptions, it is assumed that a user (player) inputs a predetermined operation to the direction operator 631 of the controller 63.
[0091] The game progression unit 561 acquires position information of the enemy characters C2, C3. Based on the acquired position information of the enemy characters C2, C3, the game progression unit 561 determines whether or not enemy characters are located on both the front side and the back side of the player character C1. When enemy characters C2, C3 are located on both the front side and the back side of the player character C1, the game progression unit 561 determines whether or not the user's input is a predetermined operation.
[0092] The game progression unit 561 determines whether or not the user has input any one of the above-mentioned predetermined operations (A) to (C). If the game progression unit 561 determines that the user has input any one of the predetermined operations (A) to (C), it causes the player character C1 to turn backwards.
[0093] -Predetermined state- The game progression unit 561 performs the following processing depending on the state of the enemy character C2 positioned in front of the player character C1.
[0094] (1) Obtain the enemy character's position information (2) Determine whether the enemy character is in a defeated state (3) Turn the player character backwards For example, assume that a player character C1 is placed in a virtual space. Assume that an enemy character C2 is placed in front of the player character C1, and an enemy character C3 is placed behind the player character C1. Assume that the player character C1 attacks the enemy character C2 in response to a user's instruction. Assume that this attack reduces the vitality value of the enemy character C2 to 0, causing the enemy character C2 to enter a defeated state.
[0095] The game progression unit 561 acquires position information of enemy characters C2 and C3. Based on the acquired position information of enemy characters C2 and C3, the game progression unit 561 determines whether or not enemy characters are located on both the front side and the back side of the player character C1. When enemy characters are located on both the front side and the back side of the player character C1, the game progression unit 561 determines whether or not the enemy character C2 has reached a predetermined state.
[0096] The game progression unit 561 obtains the vitality value of the enemy character C2. When the vitality value of the enemy character C2 becomes 0, the game progression unit 561 determines that the enemy character C2 is in a defeated state. When the game progression unit 561 determines that the enemy character C2 is in a defeated state, it causes the player character C1 to turn backward.
[0097] To summarise the above, this is a game program which causes the computer (control unit 56) to function as a game progression unit 561 which controls the player character C1 in a virtual space in response to the player's operation, and an enemy character control unit 562 which controls multiple enemy characters C2, C3 other than the player character C1 and which are placed in the virtual space, the player character C1 being able to move forward, which is the front side, and backward, which is the rear side, in the virtual space, and the game progression unit 561 causing the player character C1 to turn backward when a predetermined operation is input, including an operation to move the player character C1 backward, when enemy characters C2, C3 are placed in front of and behind the player character.
[0098] Effects of this embodiment In the conventional example, a dedicated button for turning the player character backward is provided on the controller. For this reason, there are cases where a dedicated button for turning the player character backward cannot be provided on the controller 63 due to a lack of free buttons on the action control 632 of the controller 63.
[0099] According to the game program of this embodiment, the player character C1 is caused to turn backward by a predetermined operation of the direction control device 631. Therefore, it is possible to cause the player character C1 to turn backward without providing the controller 63 with a dedicated button for causing the player character C1 to turn backward.
[0100] [Other embodiments] Although the description has been given using a controller 63 having the display 61, the display 61 does not have to be provided on the controller 63. Anything that allows the user to view the game screen may be used.
[0101] Although the predetermined state of the enemy character C2 in which the player character C1 turns around backward is defined as the defeated state, the predetermined state may be a state in which the enemy character C2 has disappeared from the virtual space. In short, it is sufficient that the enemy character C2 located in front of the player character C1 cannot interfere with the player character C1.
[0102] The predetermined state may also be a state in which the enemy character C2 is a predetermined distance or more away from the player character C1 in the virtual space. For example, when the player character C1 or the enemy character C2 moves and the enemy character C2 moves away from the player character C1 by a predetermined distance or more, the player character C1 may be made to turn around backward. Also, when the enemy character C2 moves backward and the player character C1 does not move, the player character C1 may be made to turn around backward when the enemy character C2 moves away from the player character C1 by a predetermined distance or more.
[0103] The game progression unit 561 may cause the player character C1 to turn backward when there are no enemy characters C2, C3 in front of the player character C1. Specifically, this occurs when the player character C1 or the enemy character C2 moves in the virtual space and the enemy characters C2, C3 are positioned behind the player character C1. The game progression unit 561 may cause the player character C1 to turn backward when all enemy characters C2, C3 in the virtual space are positioned behind the player character C1.
[0104] In the case where enemy character C2 in front of player character C1 is in an attacking state, if the user inputs the directional control 631 in the backward direction, player character C1 will be in a guarding state. However, if the user inputs the directional control 631 in the backward direction, player character C1 may be in a guarding state when enemy character C3 behind player character C1 is in an attacking state.
[0105] Also, when the enemy character C3 behind the player character C1 goes into an attacking state and the player character C1 goes into a guarding state, the player character C1 may turn around backward before going into the guarding state, or may not turn around backward before going into the guarding state. Also, when the player character C1 goes into the guarding state without turning around backward, the player character C1 may turn around backward after the guarding state is released.
[0106] The processing of this program may be performed by a server device to which the user device (game device 5) is connected, or may be shared between the user device and the server device. This is the form assumed when this program is implemented as a game program for an online game.
[0107] Even when these other embodiments are adopted, the effects of the present aspect are exhibited. In addition, this embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. [Explanation of symbols]
[0108] 5. Gaming Devices 55 Storage section 56 Control Unit (Computer) 561 Game Progression Department 562 Enemy character control section (character control section) C1 Player character C2 Enemy character (character) C3 Enemy character (character)
Claims
1. Computer, a game progression unit that causes a player character to move in a virtual space in response to an operation by a player; a character control unit that controls a plurality of characters other than a player character to be placed in the virtual space; Functioning as a the player character is movable in a forward direction, which is a front side, and a backward direction, which is a rear side, in the virtual space; When a predetermined operation including an operation of moving the player character backward is input in a case where the characters are positioned on the front side and the rear side of the player character, the game progression unit causes the player character to turn backward. Game program.
2. In the game program of claim 1, When an operation for moving the player character backward is input, the player character is moved backward without turning around, When the predetermined operation is input, the player character is caused to turn around and move backward. Game program.
3. In the game program of claim 1, The predetermined operation is an operation of moving the player character backward for a predetermined period of time or more. Game program.
4. In the game program of claim 1, The predetermined operation is an operation for jumping the player character backward. Game program.
5. In the game program of claim 1, The predetermined operation is an operation of inputting an operation for moving the player character backward multiple times in succession. Game program.
6. 2. The game program according to claim 1, wherein when the character disposed in front of the player character is in a predetermined state, the player character is caused to turn around backward. Game program.
7. A storage unit storing a program according to any one of claims 1 to 6; A control unit that executes the game program; A game device comprising:
Citation Information
Patent Citations
Fighting game device
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