Game System, Server Device, and Program
The game system dynamically changes characters within a boundary area based on conditions, addressing the limitations of existing battle royale games and enhancing strategic depth and tension.
Patent Information
- Application Number
- JP2021057172
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-30
- Publication Date
- 2025-05-26
- Estimated Expiration
- 2041-03-30
AI Technical Summary
Existing battle royale games lack the ability to dynamically change the characters within a dedicated battle area, limiting strategic depth and tension.
A game system that includes a boundary area setting unit, an action restriction unit, a battle processing unit, and an entry/exit control unit, allowing for controlled changes in characters within a boundary area based on predetermined conditions, such as the use of specific items or game status.
Enhances strategic nature and sense of tension by allowing dynamic changes in battle scenarios, improving player engagement and gameplay experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game system, a server device, and a program.
Background Art
[0002] Conventionally, a battle royale game has been known in which it is possible to engage in a battle with a specific character in a dedicated area where one is not obstructed by other characters (see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the above game, it was not possible to make a character leave the dedicated area or to allow another character to enter the dedicated area. Therefore, after isolating the battle opponent in the dedicated area, one simply engages in a battle, and further improvement was required to enhance the strategic nature and sense of tension in a game where multiple characters engage in battles.
[0005] The present invention has been made in view of the above problems, and an object thereof is to provide a game system, a server device, and a program capable of enhancing the strategic nature and sense of tension in a game where multiple characters engage in battles.
Means for Solving the Problems
[0006] (1) The present invention relates to a game system that executes a game in which a plurality of characters battle in a game area, comprising: a boundary area setting unit that sets a boundary area in the game area; an action restriction unit that restricts the departure of a plurality of the characters existing within the boundary area to the outside of the boundary area and restricts the entry of the characters existing outside the boundary area into the boundary area; a battle processing unit that advances a battle by a plurality of the characters existing within the same boundary area; and an entry / exit control unit that controllably changes the characters existing within the boundary area when a predetermined condition is satisfied after the setting of the boundary area. The present invention also relates to a server device including each of the above units. The present invention also relates to a program for causing a computer to function as each of the above units. The present invention also relates to a computer-readable information storage medium storing the above program.
[0007] According to the present invention, after setting the boundary area, when a predetermined condition is satisfied, by controllably changing the characters existing within the boundary area, it is possible to improve the strategic nature and sense of tension in a game in which a plurality of characters battle.
[0008] (2) Further, in the game system, server device, program, and information storage medium according to the present invention, the entry / exit control unit may change the characters existing within the boundary area when a specific item is used by a player.
[0009] (3) Further, in the game system, server device, program, and information storage medium according to the present invention, the entry / exit control unit may make the characters existing outside the boundary area enterable into the boundary area when a predetermined entry condition is satisfied.
[0010] (4) Also, in the game system, server device, program, and information storage medium according to the present invention, when a predetermined departure condition is satisfied, the entrance / exit control unit may set the character existing in the boundary area to a state where it does not exist in the boundary area.
[0011] (5) Also, in the game system, server device, program, and information storage medium according to the present invention, the entrance / exit control unit may target the character designated by the player for change.
[0012] (6) Also, in the game system, server device, program, and information storage medium according to the present invention, the entrance / exit control unit may change the character existing in the boundary area by swapping the character existing in the boundary area with the character existing outside the boundary area.
[0013] (7) Also, in the game system, server device, program, and information storage medium according to the present invention, the entrance / exit control unit may change the character existing in the boundary area based on the parameters of the character.
[0014] (8) Also, in the game system, server device, program, and information storage medium according to the present invention, the entrance / exit control unit may change the character existing in the boundary area based on the combination of the characters.
[0015] (9) Also, in the game system, server device, program, and information storage medium according to the present invention, the boundary area setting unit may set the boundary area in the game area based on the position in the game area designated by the player.
[0016] (10) Also, in the game system, server device, program, and information storage medium according to the present invention, when the player uses player parameters for the position, the boundary area setting unit may determine the ability parameters of the boundary area based on the used player parameters.
[0017] (11) Also, in the game system, server device, program, and information storage medium according to the present invention, the use of the player parameter is the use of an item, and the boundary area setting unit may determine the ability parameter of the boundary area based on at least one of the type, amount, and use timing of the used item.
[0018] (12) Also, in the game system, server device, program, and information storage medium according to the present invention, position parameters are set for each predetermined position in the game area, and the boundary area setting unit may determine the ability parameter of the boundary area based on the position parameter of the position designated by the player.
[0019] (13) Also, in the game system, server device, program, and information storage medium according to the present invention, the ability parameter of the boundary area may be the range of the boundary area.
[0020] (14) Also, in the game system, server device, program, and information storage medium according to the present invention, the ability parameter of the boundary area is the durability of the boundary area, and when a predetermined release condition is satisfied, the boundary area setting unit releases the boundary area, and the higher the durability of the boundary area, the more difficult it is for the release condition to be satisfied.
[0021] (15) Also, in the game system, server device, program, and information storage medium according to the present invention the entrance / exit control unit may change the character existing in the boundary area based on the ability parameter of the boundary area.
[0022] (16) Further, in the game system, server device, program, and information storage medium according to the present invention, the boundary area setting unit may arrange a boundary area object representing the boundary area, and when a predetermined release condition is satisfied by an action of the character existing in the boundary area on the boundary area object, release the boundary area.
[0023] (17) Further, in the game system, server device, program, and information storage medium according to the present invention, when the player designates a position within the game area and uses an item for the position, the boundary area setting unit may set the boundary area, arrange an item object related to the item within the boundary area, and when a predetermined release condition is satisfied by an action of the character existing in the boundary area on the item object, release the boundary area.
[0024] (18) Further, in the game system, server device, program, and information storage medium according to the present invention, the boundary area setting unit may set the boundary area in the game area based on the game status of a plurality of the characters existing in the game area.
[0025] (19) Further, in the game system, server device, program, and information storage medium according to the present invention, the access control unit may change the character existing in the boundary area based on the game status of a plurality of the characters.
Brief Description of the Drawings
[0026]
Figure 1
Figure 2
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Mode for Carrying Out the Invention
[0027] Hereinafter, this embodiment will be described. Note that the embodiment described below does not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in this embodiment are necessarily essential components of the present invention.
[0028] 1. Configuration FIG. 1 shows the game system of this embodiment. In this embodiment, it is composed of a plurality of terminals 10 (player terminals) and a server 20 (server device). That is, as shown in FIG. 1, the game system of this embodiment is configured such that a server 20 that provides services and terminals 10 (10A, 10B, 10C ···) can be connected to a network.
[0029] The server 20 is an information processing device that provides an online game service in response to requests from the terminals 10. The server 20 can be composed of one or more servers (authentication server, matching server, game processing server, communication server, charging server, database server, etc.).
[0030] In this embodiment, a game is executed on the player's terminal 10. In the server 20, player account information, game results of the game executed on the terminal 10, game media (characters, items, etc.) that can be used in the game, and in-game currency that can be used in the game and other information are managed.
[0031] The terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game machine, etc.), a personal computer (PC), or a game device, and is a device that can be connected to the server 20 via a network such as the Internet (WAN) or LAN. Note that the communication line between the terminal 10 and the server 20 may be wired or wireless.
[0032] FIG. 2 shows an example of the functional blocks of the terminal 10 of the present embodiment. Note that the terminal of the present embodiment may have a configuration in which some of the components (each part) in FIG. 2 are omitted.
[0033] The input unit 150 is a device for inputting (detecting) input information from the player, and outputs the input information (operation information) of the player to the processing unit 100. The function of the input unit 150 can be realized by input devices such as a touch panel, a touch pad, a mouse, a direction key, a button, or a keyboard.
[0034] The storage unit 170 stores programs and various data for causing each part of the processing unit 100 to function as a computer, and functions as a work area for the processing unit 100. Its function can be realized by a hard disk, RAM, or the like.
[0035] The display unit 190 outputs the game image generated by the processing unit 100, and its function can be realized by a display such as a touch panel that also functions as the input unit 150, an LCD, or an HMD (head-mounted display).
[0036] The sound output unit 192 outputs the sound generated by the processing unit 100, and its function can be realized by a speaker or headphones.
[0037] The communication unit 196 performs various controls for communicating with the server 20 and other terminals 10, and its function can be realized by hardware such as various processors or communication ASICs, programs, or the like.
[0038] Note that programs and various data for causing a computer to function as each part of the processing unit 100 stored in the information storage medium and storage unit of the server 20 may be received via a network, and the received programs and data may be stored in the storage unit 170. Even when the terminal functions by receiving programs and various data in this way, it is included in the scope of the present invention.
[0039] The processing unit 100 (processor) performs processes such as game progress processing, image generation processing, and sound generation processing based on input information (operation information) from the input unit 150, programs, data received via the communication unit 196, and the like. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), and programs. The processing unit 100 of the terminal 10 includes a boundary area setting unit 110, a behavior restriction unit 112, a battle processing unit 114, an entrance / exit control unit 116, an image generation unit 120, and a sound generation unit 130.
[0040] The boundary area setting unit 110 sets a boundary area in the game area (game space, virtual two-dimensional space, virtual three-dimensional space). The boundary area setting unit 110 may set a boundary area in the game area based on the position in the game area specified by the player. In this case, when the player uses player parameters (for example, items owned by the player, ability values, skills, and items of the player character) with respect to the position, the boundary area setting unit 110 may determine the ability parameters of the boundary area based on at least one of the used player parameters (for example, the type, amount, and use timing of the used player parameters). Also, position parameters for each predetermined position in the game area When the flag is set, the boundary area setting unit 110 may determine the ability parameters of the boundary area based on the position parameters of the position specified by the player. The ability parameters of the boundary area are the range, durability, attributes, release conditions, entry conditions, departure conditions, etc. of the boundary area, which will be described later. In addition, the boundary area setting unit 110 may set a boundary area at a predetermined position in the game area (or a randomly determined position, a position determined based on the game situation) without depending on the player's operation. In this case, the boundary area setting unit 110 may randomly determine the ability parameters of the boundary area, or may determine the ability parameters of the boundary area based on the player's player parameters (for example, the player's level, the items owned by the player, the ability values and skills of the player character), or may determine the ability parameters of the boundary area based on the game situation.
[0041] In addition, the boundary area setting unit 110 may release the boundary area when a predetermined release condition is satisfied. In this case, the higher the durability of the boundary area, the more difficult it may be to satisfy the release condition of the boundary area. In addition, the boundary area setting unit 110 may release the boundary area assuming that the release condition is satisfied when a predetermined time has elapsed since the boundary area was set, or may release the boundary area assuming that the release condition is satisfied when the characters (enemy characters, player characters) existing in the boundary area are in an incapacitated state (for example, the physical strength value becomes 0). In addition, the boundary area setting unit 110 may place a boundary area object representing the boundary area, and may release the boundary area when the release condition is satisfied by the actions (attacks, use of abilities and items) of the characters existing in the boundary area on the boundary area object. In addition, when the boundary area is set by the player using an item at a specified position, the boundary area setting unit 110 places an item object related to the item in the boundary area, and may release the boundary area when the release condition is satisfied by the actions (attacks, use of abilities and items) of the characters existing in the boundary area on the item object.
[0042] The movement restriction unit 112 performs a process of restricting the departure of a plurality of characters existing within the barrier area from the barrier area and restricting the entry of characters existing outside the barrier area into the barrier area.
[0043] The battle processing unit 114 executes a game in which a plurality of characters battle in the game area. The plurality of characters include a player character and enemy characters (NPCs or characters of other players). The battle processing unit 114 controls the actions (movements) of the player character in the game area based on the player's operations. Also, when the enemy character is an NPC, the battle processing unit 114 controls the actions of the enemy character according to a given algorithm, and when the enemy character is a character of another player, the battle processing unit 114 controls the actions of the enemy character based on the operation information received from the server 20 or the terminal 10 of another player. Further, the battle processing unit 114 advances the battle by a plurality of characters existing within the same barrier area and advances the battle by a plurality of characters existing outside the barrier area.
[0044] The access control unit 116 controls to make the characters existing within the barrier area changeable when a predetermined condition is satisfied after the setting of the barrier area. Also, when a predetermined entry condition is satisfied, the access control unit 116 makes the characters existing outside the barrier area enterable into the barrier area, and when a predetermined departure condition is satisfied, the access control unit 116 makes the characters existing within the barrier area not exist within the barrier area (makes the characters detachable from the barrier area, deletes the characters). For example, when a specific item is used by the player, the access control unit 116 may change the characters existing within the barrier area assuming that the entry condition and the departure condition are satisfied. Also, the access control unit 116 sets the character designated by the player as the change target (the target to enter, leave It may also be used as the target to be removed. Further, the access control unit 116 may change the characters existing in the boundary area by swapping the characters existing in the boundary area with the characters existing outside the boundary area. In this case, the characters specified by the player may be swapped, the characters to be swapped may be determined randomly, or the characters to be swapped may be determined based on the satisfied predetermined conditions (entry conditions, departure conditions). Further, the access control unit 116 may change the characters existing in the boundary area based on the parameters (attributes, ability values, skills) of the characters, or may change the characters existing in the boundary area based on the combination of characters (for example, the combination of the parameters of the characters), or may change the characters existing in the boundary area based on the ability parameters of the boundary area, or may change the characters existing in the boundary area based on the game situations of a plurality of characters. Note that changing the characters existing in the boundary area includes the case of determining (changing) the entry conditions and departure conditions, and the case of automatically causing the characters to enter the boundary area or leave the boundary area outside the boundary area.
[0045] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image and outputting it to the display unit 190. The image generation unit 120 may generate an image (so-called three-dimensional image) visible from a virtual camera (a given viewpoint) in the object space (game space).
[0046] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, or voices, and outputs them to the sound output unit 192.
[0047] Further, the game system of this embodiment may be configured as a server system. The server system can be composed of one or more servers (such as an authentication server, a game processing server, a communication server, a billing server, a database server, etc.). In this case, the server system performs the processing of each part of the processing unit 100 based on operation inputs (data input to the input unit of the terminal) transmitted from one or more terminals (for example, smartphones, mobile phones, portable game machines, etc.) connected via a network, generates image generation data for generating an image, and transmits the generated image generation data to each terminal. Here, the image generation data is data for displaying the image generated by the method of this embodiment on each terminal, and may be the image data itself or various data (object data, game processing result data, etc.) used by each terminal to generate an image. Further, the game system may be configured such that the processing of each part of the processing unit 100 is executed in a distributed manner between the server and the terminal.
[0048] 2. Method of this embodiment Next, the method of this embodiment will be described with reference to the drawings. The game system of this embodiment is configured to execute a game in which a plurality of characters fight in a game area.
[0049] As shown in FIG. 3, the player can set a boundary area BA at the specified position by performing an operation of specifying an arbitrary position within the game area GA. In FIG. 3, among a plurality of characters, the player character controlled based on the player's operation is indicated by "P", and the enemy character that is an NPC is indicated by "E". Here, a boundary area BA including the player character and the enemy character is set, but it is also possible to set a boundary area BA including only a plurality of enemy characters. Further, when the player specifies a position within the game area GA and uses an item owned by the player, the ability value (such as MP) or skill of the player character (uses player parameters for the specified position), the boundary area BA may be set. The boundary area BA may be a region on a plane or a region having a height (volume).
[0050] Ability parameters are set for the boundary area BA. The ability parameters of the boundary area BA refer to the range of the boundary area BA (area, height, shape, etc.), the attributes of the boundary area BA ("fire" attribute, "water" attribute, etc.), the release conditions (such as durability) described later, the entry conditions, the departure conditions, and so on. The ability parameters of the boundary area BA may be specified by the player when setting the boundary area BA, or may be determined based on the player parameters used by the player when setting the boundary area BA (the type, quantity, and usage timing of the player parameters used). For example, when a rare item is used or a large quantity of items is used when setting the boundary area BA, a large (or small) range may be set as the range of the boundary area BA, the durability of the boundary area BA may be increased, or the entry conditions and departure conditions of the boundary area BA may be made stricter. Also, the attribute of the item used when setting the boundary area BA may be set as the attribute of the boundary area BA. Also, at the timing of using an item by specifying a position to set the boundary area BA, if there are few enemy characters (low enemy character density) near the specified position, the range of the boundary area BA may be increased, and if there are many enemy characters (high enemy character density) near the specified position, the range of the boundary area BA may be decreased. Also, information (position parameters) for determining the ability parameters of the boundary area BA may be set in association with each position in the game area GA, and the ability parameters of the boundary area BA may be determined based on the position parameters corresponding to the position specified when setting the boundary area BA. That is, in the game area GA, there may be positions where a large (or small) range of boundary area BA is set, positions where a boundary area BA of a specific attribute is set, positions where a boundary area BA with high (or low) durability is set, and there may also be positions where the boundary area BA cannot be set.
[0051] When the boundary area BA is set, the departure of characters within the boundary area BA to the outside of the boundary area BA and the entry of characters outside the boundary area BA into the boundary area BA are restricted. That is, multiple characters within the boundary area BA fight against each other, and multiple characters outside the boundary area BA fight against each other. By setting a boundary area BA within a range that includes only the enemy character and the player character that the player wishes to fight against, the player can concentrate on the fight against the enemy character. Also, by setting a boundary area BA within a range that includes only any multiple enemy characters, the player can deplete the multiple enemy characters without using the player character.
[0052] Ability parameters such as the attributes and range of the boundary area BA affect the characters within the boundary area BA. For example, if the range of the boundary area BA is large, the characters within the boundary area BA can move freely, but if the range of the boundary area BA is small, especially large-sized characters will be unable to move. Therefore, by setting a small-range boundary area BA that includes a large-sized enemy character and the player character, the player can proceed with the fight against the enemy character advantageously. Also, depending on the attributes of the boundary area BA, the actions and abilities of the characters within the boundary area BA may be changed. For example, the movement of a character having an attribute that has a predetermined relationship with the attribute of the boundary area BA among the characters within the boundary area BA may be slowed down (the movement speed and attack frequency are decreased). Therefore, by setting a boundary area BA that includes the enemy character and the player character that the player wishes to fight against and has an attribute that decreases the ability of the enemy character, the player can proceed with the fight against the enemy character advantageously.
[0053] Here, in the present embodiment, after the boundary area BA is set, when a predetermined entry condition is satisfied, a character outside the boundary area BA is allowed to enter the boundary area BA, and a predetermined departure When the exit condition is satisfied, a character within the boundary area BA is made to leave the boundary area BA (or the character is erased). For example, when a specific item is used by the player, assuming the entry condition is satisfied, a character specified by the player (a character outside the boundary area BA) may be made to enter the boundary area BA specified by the player. Similarly, when a specific item is used by the player, assuming the exit condition is satisfied, a character specified by the player (a character within the boundary area BA) may be made to leave the boundary area BA. Also, for example, when a specific item is used by the player, assuming the entry condition and the exit condition are satisfied, a character specified by the player (a first character within the boundary area BA) is made to leave the boundary area BA, and a character specified by the player (a second character outside the boundary area BA) is made to enter the boundary area (the first character and the second character are swapped). Also, based on the specific item used by the player (the type, quantity, and usage timing of the item used), the character to enter the boundary area BA and the character to leave the boundary area may be determined. For example, a character having an attribute in a predetermined relationship with the attribute of the item used (for example, the same attribute) may be made to enter the boundary area BA or leave the boundary area. Also, the higher the quantity of the item used (or the rarer the item used), the higher the ability value character may be made to enter the boundary area BA or leave the boundary area. Also, when the quantity of the item used is small, only a character near the boundary of the boundary area BA can be made to leave, and when the quantity of the item used is large, a character near the center of the boundary area BA may also be made to leave.
[0054] Also, whether the character can enter the boundary area BA or leave the boundary area may be determined by the character's parameters (attributes, ability values, skills, etc.). For example, a character with a specific attribute may be able to enter the boundary area BA and leave the boundary area (meeting the entry conditions and exit conditions). Also, a character with a specific attribute may be able to enter the boundary area BA but not leave the boundary area (only meeting the entry conditions), or may not be able to enter the boundary area BA but can leave the boundary area (only meeting the exit conditions). Also, by using the character's ability values or skills, the character may be made to meet the entry conditions and exit conditions. For example, when a character outside the boundary area BA activates a skill (or consumes ability values) to enter the boundary area BA, it may be considered that the character meets the entry conditions, and when a character inside the boundary area BA activates a skill to leave the boundary area BA, it may be considered that the character meets the exit conditions. Also, whether the plurality of characters can enter the boundary area BA or leave the boundary area may be determined by the parameters of the plurality of characters. The plurality of characters may be a plurality of characters outside the boundary area BA, or a plurality of characters inside the boundary area BA, or a plurality of characters both inside and outside the boundary area BA.
[0055] Also, depending on the combination of characters inside and outside the boundary area BA, it may be determined whether the character can enter the boundary area BA or leave the boundary area. For example, when the combination of the first character outside the boundary area BA and the second character inside the boundary area BA (or the combination of the parameters of the first character and the parameters of the second character) is a specific combination, assuming that the first character meets the entry condition and the second character meets the exit condition, the first character may be allowed to enter the boundary area BA and the second character may be allowed to leave the boundary area BA. Also, depending on the combination of a plurality of characters outside the boundary area or the combination of a plurality of characters inside the boundary area, it may be determined whether the plurality of characters can enter the boundary area BA or leave the boundary area. It may be determined whether they can leave the boundary area.
[0056] Also, depending on the ability parameters (attributes, range, etc.) of the boundary area BA, it may be determined whether a character can enter the boundary area BA or leave the boundary area. For example, assuming that a character having an attribute in a predetermined relationship with the attribute of the boundary area BA meets the entry condition and the exit condition of the boundary area BA, the character may be allowed to enter the boundary area BA and leave the boundary area. Also, a character having an attribute in a predetermined relationship with the attribute of the boundary area BA may be allowed to enter the boundary area BA but not leave the boundary area (only meets the entry condition), or may not be allowed to enter the boundary area BA but may leave the boundary area (only meets the exit condition). Also, when the height of the boundary area BA is large, both short characters and tall characters can enter or leave the boundary area BA (meet the entry condition or the exit condition), but when the height of the boundary area BA is small, short characters meet the entry condition and the exit condition, while tall characters do not meet the entry condition and the exit condition.
[0057] Note that characters that meet the entry conditions and exit conditions may be unconditionally made to enter the barrier area BA or leave the barrier area, or among the characters that meet the entry conditions and exit conditions, the characters designated by the player may be made to enter the barrier area BA or leave the barrier area. Also, as a condition for the player to use a specific item, it may be possible to specify a character that meets the entry conditions and exit conditions.
[0058] Thus, according to this embodiment, after setting the barrier area BA, when the entry conditions and exit conditions are satisfied according to item use by the player, character parameters, ability parameters of the barrier area BA, etc., the character can be made to enter the barrier area BA or leave the barrier area, thereby improving the strategic nature and sense of urgency in a game where multiple characters fight against each other.
[0059] Also, in this embodiment, after the boundary area BA is set, if a predetermined release condition is satisfied, the boundary area BA is released (deleted from the game area GA). Here, when the boundary area BA is set, as shown in FIG. 4, a boundary area object BO representing the boundary area BA is arranged in the game area GA. A character CR inside the boundary area BA can attack the boundary area object BO, and when the damage inflicted on the boundary area object BO by the attack reaches a predetermined value (the physical strength value becomes 0), it is assumed that the release condition is satisfied, and the boundary area BA is released. Also, when a character CR inside the boundary area BA uses an ability value, skill, or item on the boundary area object BO, the release condition of the boundary area BA may be satisfied. Further, when the player sets the boundary area BA by using a specific item, an item object representing the item may be arranged inside the boundary area BA. The arrangement position of the item object may be specified by the player. In this case, when a character CR inside the boundary area BA attacks the item object inside the boundary area BA and the damage by the attack reaches a predetermined value, or when an ability value, skill, or item is used on the item object, the release condition of the boundary area BA may be satisfied. Note that when either the amount of damage inflicted on the boundary area object BO or the amount of damage inflicted on the item object reaches a predetermined value, the release condition of the boundary area BA may be satisfied. Also, the attack by the character CR inside the boundary area BA on the boundary area object BO or the item object may be such that the attack between the characters CR misses and hits unintentionally. In this case, the larger the range of the boundary area BA, the more likely the character CR is to hit another character It may be easier to avoid attacks from the CR, and the attacks may be easier to hit the barrier area object BO or the item object. Also, it may be possible for a character outside the barrier area BA to be able to attack (inflict damage on) the barrier area object BO, or to use ability values, skills, or items to remove the barrier area BA. As described above, the barrier area BA has durability set as an ability parameter, and the higher the durability, the more difficult it is to satisfy the conditions for removing the barrier area BA. For example, it may be possible to make it so that the higher the durability of the barrier area BA, the greater the amount of damage or the consumption of ability values required to remove the barrier area BA is, or the barrier area BA cannot be removed without using a special skill or a rare item.
[0060] Furthermore, the conditions for entering the barrier area BA may be determined according to the achievement status of the conditions for removing the barrier area BA (the amount of damage received by the barrier area BA (barrier area object BO or item object) and the remaining vitality value). For example, when the amount of damage received by the barrier area BA is small, a character may not be able to enter the barrier area BA or leave the barrier area BA, but when the amount of damage received by the barrier area BA is large, a character that satisfies the entry condition or the leaving condition may be able to enter the barrier area BA or leave the barrier area BA. Conversely, when the amount of damage received by the barrier area BA is small, a character that satisfies the entry condition or the leaving condition may be able to enter the barrier area BA or leave the barrier area BA, but when the amount of damage received by the barrier area BA is large, a character may not be able to enter the barrier area BA or leave the barrier area BA.
[0061] Also, in the game screen, in association with the barrier area BA (barrier area object BO), a display showing the ability parameters (attributes, entry conditions, exit conditions, release conditions) of the barrier area may be performed. For example, the barrier area object BO representing the barrier area BA may be displayed in a color corresponding to the attribute of the barrier area BA. Further, a gauge showing the durability of the barrier area BA and the achievement status of the release condition (remaining physical strength value) may be displayed near the barrier area object BO representing the barrier area BA. Also, when an operation to specify the barrier area object BO representing the barrier area BA is performed, a window in which the entry conditions and exit conditions of the barrier area BA are described may be displayed near the barrier area object BO. Also, when the entry conditions or exit conditions of the barrier area BA are satisfied, a display notifying to that effect may be performed near the barrier area object BO representing the barrier area BA.
[0062] Also, in this embodiment, the boundary area BA may be set according to the game situations of a plurality of characters existing in the game area GA. For example, based on the positions and attributes of each of the plurality of characters in the game area GA (for example, whether it is a friendly character or an enemy character), it is determined whether it is a game situation in which the boundary area BA can be set. If it is such a game situation, a boundary area BA with a range corresponding to the game situation is set at a position corresponding to the game situation. For example, when the plurality of characters include friendly characters (characters that ally with the player character) and enemy characters, the boundary area BA may be set so that the number of friendly characters and the number of enemy characters within the boundary area BA are the same (the combat power on the friendly side and the combat power on the enemy side are equal). In the example shown in FIG. 5, in a situation where there are 5 friendly characters indicated by "A" in the figure and 3 enemy characters indicated by "E" in the figure in the game area GA, a boundary area BA including 3 friendly characters and 3 enemy characters is set. In this case, the 2 friendly characters outside the boundary area BA can attack and destroy the boundary area object BO (release the boundary area BA), and thus can proceed with the battle advantageously on the friendly side. Note that the boundary area BA may be set so that the combat power on the friendly side and the combat power on the enemy side within the boundary area BA are equal, taking into account not only the number of characters but also the ability values of each character. Also, in the game area GA, to a certain extent In a situation where ally characters of a certain level gather, a boundary area BA including the plurality of ally characters is set. Further, by placing a boss character (a powerful enemy character) within the boundary area BA, a situation can be created where the plurality of ally characters cooperate to defeat the boss character. Also, the boundary area BA may be set so that the power difference between the ally side and the enemy side within the boundary area BA becomes large. In this case, characters on the disadvantaged (less powerful) side can correct the power difference by taking actions such as destroying the boundary area object BO or calling for help from ally characters. Also, the departure conditions and entry conditions may be determined based on the power difference between the ally side and the enemy side within the boundary area BA. For example, when the power difference is equal, a character may not be able to leave the boundary area BA, but when the power difference is large, a character on the disadvantaged side may be able to leave the boundary area BA. Also, when the power difference is equal, a character may not be able to enter the boundary area BA, but when the power difference is large, a character on the disadvantaged side may be able to enter the boundary area BA. Also, not only within the boundary area BA, but the departure conditions and entry conditions may be determined based on the power difference between the ally side and the enemy side within the game area GA. Here, the power difference between the ally side and the enemy side may be the difference in the number of characters or the difference in parameters such as the abilities of the characters (including the number of enemies defeated, items possessed, etc.), or the battle situation (which side of the ally side and the enemy side is pushing, being pushed, which side has defeated more enemies, which side has been defeated more). Also, in a game where bases within the game area are occupied and the number of occupied bases, etc. are competed, and the side that occupies all the bases first wins, the occupation situation (which side has occupied more bases, which side has been occupied more bases) may be judged as the power difference (battle situation). Note that when a game situation where the boundary area BA can be set occurs, the boundary area BA may be automatically set, or when such a game situation occurs, the player may be notified to that effect, and when the player uses a specific item in response to the notification, the boundary area BA may be set.Further, when the player uses a specific item, it may be determined whether there is a situation where the boundary area BA can be set, and if there is such a situation, the boundary area BA may be set.
[0063] 3. Processing Next, an example of the processing of the game system (terminal 10) of the present embodiment will be described with reference to the flowchart of FIG. 6.
[0064] Based on the player's operations and the like, the battle processing unit 114 controls the actions (movement, attacks on other characters, attacks on the boundary area BA, etc.) of a plurality of characters including the player character and the enemy character (NPC) in the game area GA (step S10). Here, when a boundary area is set in the game area GA, the battle processing unit 114 advances the battle by a plurality of characters existing within the same boundary area BA and advances the battle by a plurality of characters existing outside the boundary area BA.
[0065] Next, the boundary area setting unit 110 determines whether an operation for the player to specify a position within the game area GA (or an operation of using player parameters for the specified position) has been performed (step S11). If such an operation has been performed (Y in step S11), a boundary area BA is set at the specified position (step S12). Here, when player parameters are used at the time of position specification, a boundary area BA having ability parameters (attributes, range, durability) corresponding to the used player parameters may be set. Alternatively, a boundary area BA having ability parameters corresponding to the position parameters of the specified position may be set. Next, the action restriction unit 112 restricts the departure of characters existing within the set boundary area BA outside the boundary area BA and the entry of characters existing outside the boundary area BA into the boundary area BA (step S13).
[0066] Next, the access control unit 116 determines whether the entry condition is satisfied (step S14). If the entry condition is satisfied (there is a character that satisfies the entry condition, or the player has performed an operation to specify a character that satisfies the entry condition) (Y in step S14), the character is made capable of entering the boundary area BA (step S15).
[0067] Next, the access control unit 116 determines whether the departure condition is satisfied (step S16). If the departure condition is satisfied (there is a character that satisfies the departure condition, or the player has performed an operation to specify a character that satisfies the departure condition) (Y in step S16), the character is made capable of departing outside the boundary area BA (step S17).
[0068] Next, the boundary area setting unit 110 determines whether the release condition is satisfied (step S18). If there is a boundary area BA that satisfies the release condition (Y in step S18), the boundary area BA is released, and the action restriction unit 112 releases the entry restriction into the boundary area BA and the departure restriction outside the boundary area BA (step S19).
[0069] Next, the battle processing unit 114 determines whether to continue the game process (step S20). If the game process is to be continued (Y in step S20), the process proceeds to step S10.
[0070] The present invention is not limited to those described in the above embodiments, and various modifications can be made. For example, terms cited as broad or synonymous terms in the description in the specification or drawings can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.
Explanation of Reference Numerals
[0071] 10... Terminal, 20... Server, 100... Processing unit, 110... Boundary area setting unit, 112... Action restriction unit, 114... Battle processing unit, 116... Access control unit, 120... Image generation unit, 130... Sound generation unit, 150... Input unit, 170... Storage unit, 190... Display unit, 192... Sound output unit, 196... Communication unit
Claims
1. A game system that executes a game in which a plurality of characters fight in a game area, a boundary area setting unit that sets a boundary area in the game area, an action restriction unit that restricts the departure of the plurality of characters existing in the boundary area from the boundary area and restricts the entry of the characters existing outside the boundary area into the boundary area, a battle processing unit that advances a battle between a plurality of the characters existing in the same boundary area, including an entry / exit control unit that controls the departure of the character from the boundary area or the entry of the character into the boundary area when a predetermined condition is satisfied after the setting of the boundary area, wherein the entry / exit control unit controls the departure of the character from the boundary area or the entry of the character into the boundary area based on the combat power difference between the characters on the friendly side and the characters on the enemy side. A game system characterized by this.
2. A game system that executes a game in which a plurality of characters fight in a game area, a boundary area setting unit that sets a boundary area in the game area, an action restriction unit that restricts the departure of the plurality of characters existing in the boundary area from the boundary area and restricts the entry of the characters existing outside the boundary area into the boundary area, a battle processing unit that advances a battle between a plurality of the characters existing in the same boundary area, including an entry / exit control unit that controls the departure of the character from the boundary area or the entry of the character into the boundary area when a predetermined condition is satisfied after the setting of the boundary area, wherein the boundary area setting unit sets the boundary area when the player designates a position in the game area and uses an item for the position, arranges an item object related to the item in the boundary area, and when a predetermined release condition is satisfied by the actions of the characters existing in the boundary area on the item object, releases the boundary area. A game system characterized by this.
3. In Claim 1 or 2, wherein the entry / exit control unit controls the departure of the character from the boundary area or the entry of the character into the boundary area when a specific item is used by the player. A game system characterized by this.
4. In any one of Claims 1 to 3, The entry / exit control unit A game system characterized in that when a predetermined entry condition is satisfied, the character existing outside the boundary area is made to be in a state where it can enter the boundary area. **Claim 5** In any one of Claims 1 to 4, The entry / exit control unit A game system characterized in that when a predetermined exit condition is satisfied, the character existing inside the boundary area is made to be in a state where it does not exist inside the boundary area. **Claim 6** In any one of Claims 1 to 5, The entry / exit control unit A game system characterized in that it controls the exit of the character designated by the player outside the boundary area or the entry of the character into the boundary area. **Claim 7** In any one of Claims 1 to 6, The entry / exit control unit A game system characterized in that it controls the exit of the character outside the boundary area or the entry of the character into the boundary area by swapping the character existing inside the boundary area and the character existing outside the boundary area. **Claim 8** In any one of Claims 1 to 7, The entry / exit control unit A game system characterized in that it controls the exit of the character outside the boundary area or the entry of the character into the boundary area based on the parameters of the character. **Claim 9** In any one of Claims 1 to 8, The entry / exit control unit A game system characterized in that it controls the exit of the character outside the boundary area or the entry of the character into the boundary area based on the combination of the characters. **Claim 10** In any one of Claims 1 to 9, The boundary area setting unit A game system characterized in that it sets the boundary area in the game area based on the position in the game area designated by the player. **Claim 11** In Claim 10, The boundary area setting unit A game system characterized in that when the player uses player parameters for the position, it determines the parameters of the boundary area based on the used player parameters. **Claim 12** In Claim 11, The use of the player parameters is the use of an item, The boundary area setting unit A game system characterized by determining the parameters of the boundary area based on at least one of the type, amount, and usage timing of the items used. [
13. ] In any one of Claims 10 to 12, Position parameters are set for each predetermined position in the game area, The boundary area setting unit, A game system characterized by determining the parameters of the boundary area based on the position parameters of the position specified by the player. [
14. ] In any one of Claims 11 to 13, A game system characterized in that the parameters of the boundary area are the range of the boundary area. [
15. ] In any one of Claims 11 to 14, The parameters of the boundary area are the durability of the boundary area, The boundary area setting unit, A game system characterized by releasing the boundary area when a predetermined release condition is satisfied, and making it more difficult for the release condition to be satisfied as the durability of the boundary area is higher. [
16. ] In any one of Claims 11 to 15, The access control unit, A game system characterized by controlling the departure of the character outside the boundary area or the entry of the character into the boundary area based on the parameters of the boundary area. [
17. ] In any one of Claims 1 to 16, The boundary area setting unit, A game system characterized by arranging a boundary area object representing the boundary area and releasing the boundary area when a predetermined release condition is satisfied by the action of the character existing in the boundary area on the boundary area object. [
18. ] In any one of Claims 1 to 17, The boundary area setting unit, A game system characterized by setting the boundary area in the game area based on the game situations of a plurality of characters existing in the game area. [
19. ] In any one of Claims 1 to 18, The access control unit, A game system characterized by controlling the departure of the character outside the boundary area or the entry of the character into the boundary area based on the game situations of a plurality of characters. [
20. ] A server device that executes a game in which a plurality of characters fight in a game area, A boundary area setting unit that sets a boundary area in the game area; An action restriction unit that restricts the departure of a plurality of the characters existing within the boundary area to outside the boundary area and restricts the entry of the characters existing outside the boundary area into the boundary area; A battle processing unit that advances battles among a plurality of the characters existing within the same boundary area; An entry / exit control unit that controls the departure of the character to outside the boundary area or the entry of the character into the boundary area when a predetermined condition is satisfied after the boundary area is set, and includes: The entry / exit control unit: A server device characterized by controlling the departure of the character to outside the boundary area or the entry of the character into the boundary area based on the combat power difference between the character on the friendly side and the character on the enemy side.
21. A server device that executes a game in which a plurality of characters battle in a game area, comprising: A boundary area setting unit that sets a boundary area in the game area; An action restriction unit that restricts the departure of a plurality of the characters existing within the boundary area to outside the boundary area and restricts the entry of the characters existing outside the boundary area into the boundary area; A battle processing unit that advances battles among a plurality of the characters existing within the same boundary area; An entry / exit control unit that controls the departure of the character to outside the boundary area or the entry of the character into the boundary area when a predetermined condition is satisfied after the boundary area is set, and includes: The boundary area setting unit: When a player designates a position within the game area and uses an item for the position, sets the boundary area, arranges an item object related to the item within the boundary area, and releases the boundary area when a predetermined release condition is satisfied by the actions of the characters existing within the boundary area on the item object. A server device characterized by the above.
22. A program for executing a game in which a plurality of characters battle in a game area, comprising: A boundary area setting unit that sets a boundary area in the game area; An action restriction unit that restricts the departure of a plurality of the characters existing within the boundary area to outside the boundary area and restricts the entry of the characters existing outside the boundary area into the boundary area; A battle processing unit that advances battles among a plurality of the characters existing within the same boundary area; After the boundary area is set, when a predetermined condition is satisfied, causes a computer to function as an entrance / exit control unit that controls the departure of the character outside the boundary area or the entry of the character into the boundary area; The entrance / exit control unit: A program characterized by controlling the departure of the character outside the boundary area or the entry of the character into the boundary area based on the combat power difference between the character on the friendly side and the character on the enemy side.
23. A program for executing a game in which a plurality of characters battle in a game area, A boundary area setting unit that sets a boundary area in the game area, Restricts the departure of a plurality of the characters existing within the boundary area outside the boundary area And an action restriction unit that restricts the entry of the character existing outside the boundary area into the boundary area, A battle processing unit that advances battles among a plurality of the characters existing within the same boundary area, After the boundary area is set, when a predetermined condition is satisfied, causes a computer to function as an entrance / exit control unit that controls the departure of the character outside the boundary area or the entry of the character into the boundary area; The boundary area setting unit: A program characterized by setting the boundary area when a player designates a position within the game area and uses an item for the position, arranging an item object related to the item within the boundary area, and releasing the boundary area when a predetermined release condition is satisfied by an action of the character existing within the boundary area with respect to the item object.
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