Program, method, and information processing apparatus

The program for the game information processing device addresses the challenge of balancing defensive actions by implementing a system where defensive actions lead to adverse effects if a threshold is reached, preventing overuse and maintaining game balance.

JP7693923B1Active Publication Date: 2025-06-17CYGAMES INC
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Patent Information

Application Number
JP2024145768
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-08-27
Publication Date
2025-06-17
Estimated Expiration
2044-08-27

AI Technical Summary

Technical Problem

Existing information processing devices for games lack mechanisms to balance defensive actions with the risk of decreasing game entertainment value, potentially leading to unbalanced gameplay.

Method used

A program that allows a player character to perform attack and defense actions, with specific parameters changing when the character is attacked while defending, leading to adverse effects if a threshold is reached, and limiting defensive actions during certain attack periods to prevent abuse.

Benefits of technology

Enhances game entertainment by allowing strategic defensive actions while preventing overuse, maintaining game balance and preventing adverse effects on the player character.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the fun of the game. 【Solution】 While the attack action is not canceled in principle even if the right button 212 is pressed during the uncancelable period, if the pressing of the right button 212 is continued during the uncancelable period, the execution of the defense action is exceptionally started on the condition that the enemy character's attack hits the player character. When the execution of the defense action is started during the uncancelable period, the amount of decrease in the defense point increases, and the non-recovery period also becomes longer.
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Description

[Technical field]

[0001] The present invention relates to a program, a method, and an information processing device. [Background technology]

[0002] Conventionally, there has been known an information processing device capable of executing a game in which a player character is moved based on a player's input and a battle is performed with an enemy character. This type of information processing device is capable of causing the player character to perform an attack action to attack an enemy character and an avoidance action to avoid an attack of an enemy character based on a player's input (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7399254 Summary of the Invention [Problem to be solved by the invention]

[0004] This type of information processing device is expected to make the game more entertaining by allowing the player character to perform defensive actions to defend against attacks from enemy characters, in addition to attacking and evasive actions; however, if defensive actions are allowed to be performed without limit, there is a risk that the entertainment value of the game will decrease.

[0005] The present invention has been made in consideration of the above circumstances, and an object of the present invention is to make games more entertaining. [Means for solving the problem]

[0006] (1) One aspect of the present invention is a program for a game, which causes a computer to perform steps of causing a player character to perform an attack action based on an attack input for causing the player character to perform an attack action, causing the player character to perform a defense action based on a defense input for causing the player character to perform a defense action, changing a specific parameter when the player character receives an attack from an enemy character while performing a defense action, and when the specific parameter reaches a predetermined value, causing an adverse effect to occur to the player character. During a specific period within the attack period in which the player character is performing an attack action, even if the defense input is made, the player character continues to perform the attack action. When the player character receives an attack from an enemy character while the defense input is being made, the player character is caused to perform a defense action. When the player character receives an attack from an enemy character while the defense input is being made during the specific period, the amount of change in the specific parameter is made larger than when the player character receives an attack from an enemy character while performing a defense action. The present invention relates to a program for this.

[0007] In the present invention, even during a specific period in which the attack action continues even if the defense input is made, on the condition that the player character receives an attack from an enemy character while the defense input is being made, the player character can be caused to perform a defense action. However, since the amount of change in the specific parameter becomes large and an adverse effect is likely to occur to the player character, it is possible to easily defend against an attack from an enemy character during the specific period while preventing the abuse of the defense action during the specific period.

[0008] (2) Also, one aspect of the present invention is that during a non-specific period within the attack period, when the defense input is made, the player character may be caused to perform a defense action regardless of whether the player character has received an attack from an enemy character.

[0009] In this way, during the non-specific period, even if the player character is made to perform a defensive action, the amount of change in the specific parameter when the player character is attacked by the enemy character does not increase, and it is possible to prevent an adverse effect from easily occurring to the player character.

[0010] (3) Also, one aspect of the present invention is a method for a game, including steps of causing the player character to perform an attack action based on an attack input for causing the player character to perform an attack action, causing the player character to perform a defensive action based on a defensive input for causing the player character to perform a defensive action, changing a specific parameter when the player character is attacked by the enemy character while the player character is performing a defensive action, and causing an adverse effect to occur to the player character when the specific parameter reaches a predetermined value. During a specific period within the attack period in which the player character is performing an attack action, even if the defensive input is made, the player character continues to perform the attack action. When the player character is attacked by the enemy character while the defensive input is being made, the player character is made to perform a defensive action. When the player character is attacked by the enemy character while the defensive input is being made during the specific period, the amount of change in the specific parameter is made larger than when the player character is attacked by the enemy character while the player character is performing a defensive action.

[0011] (4) Also, one aspect of the present invention is to cause the player character to perform an attack action based on an attack input for causing the player character to perform an attack action, cause the player character to perform a defense action based on a defense input for causing the player character to perform a defense action, change a specific parameter when the player character receives an attack from an enemy character while performing a defense action, and when the specific parameter reaches a predetermined value, cause an adverse effect to occur to the player character. During a specific period within the attack period in which the player character is performing an attack action, even if the defense input is made, the player character continues to perform the attack action. When the player character receives an attack from an enemy character while the defense input is being made, the player character is caused to perform a defense action. When the player character receives an attack from an enemy character while the defense input is being made during the specific period, the amount of change in the specific parameter is made larger than when the player character receives an attack from an enemy character while performing a defense action. The present invention relates to an information processing apparatus.

[0012] (5) Also, one aspect of the present invention is a program for a game, which causes a computer to perform steps of causing a player character to perform an attack action based on an attack input for causing the player character to perform an attack action, causing the player character to perform a defense action based on a defense input for causing the player character to perform a defense action, changing a specific parameter when the player character receives an attack from an enemy character while performing a defense action, and when the specific parameter reaches a predetermined value, causing an adverse effect to occur to the player character. During a specific period within an attack period in which the player character is performing an attack action, even if the defense input is made, the player character continues to perform the attack action. When the player character receives an attack from an enemy character while the defense input is being made, the player character is caused to perform a defense action. When the player character receives an attack from an enemy character while the defense input is being made during the specific period, the amount of change in the specific parameter is made larger than when the player character receives an attack from an enemy character while performing a defense action. The present invention relates to a non-transitory computer-readable information storage medium storing a program.

Brief Description of the Drawings

[0013]

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Embodiments for Carrying Out the Invention

[0014] Hereinafter, embodiments of the present invention will be described. Note that the embodiments described below do not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in these embodiments are essential constituent elements of the present invention.

[0015] 1. Configuration of Information Processing System FIG. 1 is a schematic block diagram showing the configuration of an information processing system 10 according to the present embodiment. As shown in FIG. 1, in the information processing system 10, a server device 12 and a plurality of terminal devices 14 are connected by a network 16 such as the Internet, a mobile phone network, a LAN, or a WAN, and a so-called client - server type communication system is configured. Each of the plurality of terminal devices 14 communicates with the server device 12 via the network 16 to transmit and receive various information, or communicates with other terminal devices 14 via the network 16 and the server device 12 to transmit and receive various information.

[0016] The server device 12 includes a processor such as a CPU, a main storage device such as a ROM and a RAM, an external storage device such as a hard disk, an input device such as a keyboard, a display device such as a liquid crystal display, a communication device, and the like. In the server device 12, the CPU executes various processes according to programs stored in the main storage device or programs loaded from the external storage device into the main storage device, receives information from the terminal device 14 by the communication device, or transmits information to the terminal device 14.

[0017] The terminal device 14 can be an information processing device in various forms such as a smartphone, a tablet, a personal computer, a portable game machine, and a stationary game machine. These also include a processor such as a CPU, a main storage device such as a ROM and a RAM, an external storage device such as a flash memory and a hard disk, an input device such as a touch panel, a keyboard, and a microphone, a display device such as a liquid crystal display and an organic EL display, a sound output device such as a speaker, a communication device, and the like. Also in the terminal device 14, the CPU executes various processes according to programs stored in the main storage device or programs loaded from the external storage device into the main storage device, receives information from the server device 12 by the communication device, or transmits information to the server device 12 or other terminal devices 14.

[0018] FIG. 2 is a functional block diagram showing the functions of the server device 12 of the present embodiment. As shown in FIG. 2, the server device 12 of the present embodiment includes a server information storage medium 20, a server storage unit 30, a server communication unit 36, and a server information processing unit 40. Note that a configuration in which a part of the components (each unit) in FIG. 2 is omitted may also be used.

[0019] The server information storage medium 20 stores programs, data, etc. for the server information processing unit 40 and the server communication unit 36 to perform various processes, and its functions can be realized by a flash memory, a hard disk, an optical disk (DVD, BD), etc. That is, the server information storage medium 20 stores a program (a program for causing a computer to execute the processes of each unit) for causing a computer to function as each unit of the present embodiment.

[0020] The server storage unit 30 serves as a work area for the server information processing unit 40 and the server communication unit 36, and its functions can be realized by a RAM (main memory), a VRAM (video memory), etc. Specifically, the server storage unit 30 includes a main storage unit 32 from which programs and data are read from the server information storage medium 20.

[0021] The server communication unit 36 performs various controls for communicating with an external network (for example, another server device 12 or terminal device 14), and its functions can be realized by various processors (CPU (main processor), GPU (graphics processor), DSP, etc.), or hardware such as a communication ASIC, or a program.

[0022] The server information processing unit 40 performs various processes such as game processing based on the received data received by the server communication unit 36 and various programs and data in the server storage unit 30, using the main storage unit 32 as a work area, and its functions can be realized by hardware such as various processors and ASICs, or a program.

[0023] And the server information processing unit 40 includes a server game processing unit 42 and a server communication control unit 48. Note that a configuration in which some of these are omitted may also be used.

[0024] The server game processing unit 42 starts a game when the game start conditions are met, executes the selected game function among multiple types of game functions, matches multiple players (player identification information, player ID) to form one group, allows the multiple players forming one group to participate in a multiplayer game, controls a battle game, advances the game, determines game media such as characters and items to be assigned to players by lottery from multiple game media, generates an event when the event generation conditions are met, calculates the game result, or ends the game when the game end conditions are met, based on the received data received by the server communication unit 36, the results of various processes performed by the server information processing unit 40, the programs and data read into the main storage unit 32, and the like.

[0025] The server communication control unit 48 causes the server communication unit 36 to communicate with another server device 12 or terminal device 14 and performs processes for transmitting and receiving various information. For example, the server communication control unit 48 causes the server communication unit 36 to transmit and receive information necessary for registering a player newly in the information processing system 10, information necessary for logging in a player to the information processing system 10, information necessary for setting an opponent player to cooperate or battle with the logged-in player, information necessary for synchronizing multiple terminal devices 14 to execute a multiplayer game, and the like. The server communication control unit 48 also causes the server communication unit 36 to transmit and receive destination information indicating the destination of the information, source information indicating the source of the information, identification information for identifying the information processing system 10 that generated the information, and the like.

[0026] FIG. 3 is a functional block diagram showing the functions of the terminal device 14 of the present embodiment. As shown in FIG. 3, the terminal device 14 of the present embodiment includes a player input detection unit 50, a display unit 52, a sound output unit 54, a terminal information storage medium 56, a terminal storage unit 60, a terminal communication unit 66, and a terminal information processing unit 100. Note that a configuration in which a part of the components (each unit) in FIG. 3 is omitted may also be used.

[0027] The player input detection unit 50 is for detecting an input to the terminal device 14 by the player as a player input, and its function can be realized by a touch sensor, a switch, an optical sensor, a variable resistor type sensor (potentiometer), an acceleration sensor, a microphone, etc.

[0028] The display unit 52 is for displaying an image on the display screen, and its function can be realized by a liquid crystal display, an organic EL display, etc.

[0029] The sound output unit 54 is for outputting sound, and its function can be realized by a speaker, headphones, etc.

[0030] The terminal information storage medium 56 stores programs, data, etc. for the terminal information processing unit 100 and the terminal communication unit 66 to perform various processes, and its function can be realized by a flash memory, a hard disk, an optical disk (DVD, BD), etc. That is, a program for causing a computer to function as each unit of the present embodiment (a program for causing a computer to execute the processing of each unit) is stored in the terminal information storage medium 56.

[0031] The terminal storage unit 60 serves as a work area for the terminal information processing unit 100 and the terminal communication unit 66, and its function can be realized by a RAM (main memory), a VRAM (video memory), etc. Specifically, the terminal storage unit 60 includes a main storage unit 62 from which programs and data are read from the terminal information storage medium 56, and a drawing buffer 64 on which an image to be displayed on the display unit 52 is drawn.

[0032] The terminal communication unit 66 performs various controls for communicating with an external network (for example, the server device 12 and other terminal devices 14), and its function can be realized by hardware such as various processors or communication ASICs, programs, etc.

[0033] Note that the program (data) for causing a computer to function as each part of the present embodiment may be downloaded from the server device 12 to the terminal information storage medium 56 (or the main storage unit 62) of the terminal device 14 via the network 16 and the terminal communication unit 66, and the use of such a server device 12 can also be included within the scope of the present invention.

[0034] Based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, various programs and data in the terminal storage unit 60, etc., the terminal information processing unit 100 performs various processes such as game processing, image generation processing, and sound generation processing, using the main storage unit 62 as a work area. Its functions can be realized by hardware such as various processors (CPU (main processor), GPU (rendering processor), DSP, etc.), ASIC, and programs.

[0035] The terminal information processing unit 100 includes an input reception unit 102, a terminal game processing unit 110, a display control unit 130, a hit determination unit 140, a character control unit 142, a parameter update unit 144, an image generation unit 146, a sound control unit 150, and a terminal communication control unit 160. Note that a configuration in which some of these are omitted may also be adopted.

[0036] Based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, the programs and data read into the main storage unit 62, etc., the input reception unit 102 accepts the player input as a valid input according to the situation or does not accept it as an invalid input.

[0037] The terminal game processing unit 110 (game processing unit) starts the game when the game start conditions are met, executes the selected game function out of multiple types of game functions, matches the player (player, player ID) of its own terminal device 14 with the player (other player, other player ID) of another terminal device 14 to participate in a multiplayer game, controls a battle game, advances the game, generates an event when the event generation conditions are met, calculates the game result, performs processing for capturing a game image, or ends the game when the game end conditions are met, based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, the programs and data read into the main memory unit 62, and the like.

[0038] The display control unit 130 performs display control of the images displayed on the display unit 52. Specifically, based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, the programs and data read into the main memory unit 62, and the like, it performs display control such as the display content, display mode, and display timing of various objects and prerendered images (movie images).

[0039] For example, object data of various objects such as a background object for displaying a background, an effect object for displaying an effect, a GUI (Graphic User Interface) object for displaying a GUI such as a button, a player character that a player of the own terminal device 14 can operate for movement and actions (motion), another player character that a player of another terminal device 14 can operate for movement and actions, a character object for displaying one or a plurality of non-player characters that move and act based on a given algorithm, and non-character objects for displaying things other than characters such as buildings, props, vehicles, and terrain, and image data of various pre-rendered images are stored in the terminal information storage medium 56.

[0040] Then, the display control unit 130 performs display control of the object and the pre-rendered image based on the object data and the image data of the pre-rendered image read into the main storage unit 62 according to the type of the game function being executed, the progress of the game, and the like.

[0041] Here, when the display control unit 130 displays a three-dimensional game image, based on the object data read into the main storage unit 62, it performs processing such as arranging, moving, or operating an object composed of primitives such as polygons, free-form surfaces, and two-dimensional images that represent the object in a virtual three-dimensional space (virtual space). Further, the display control unit 130 performs processing for controlling the position, orientation (line-of-sight direction), and angle of view (field of view) of a virtual camera (viewpoint) for generating an image visible from a given (arbitrary) viewpoint in the virtual three-dimensional space.

[0042] Specifically, the display control unit 130 includes an object control unit 132 and a virtual camera control unit 134.

[0043] The object control unit 132 performs processing to arrange various objects composed of primitive surfaces such as polygons in the virtual three-dimensional space. Specifically, the object control unit 132 determines the position and orientation (rotation angle) of the object in the world coordinate system every frame (1 / 30 second) based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, the programs and data read into the main memory unit 62, etc., and arranges the object at the determined position (three-dimensional coordinates) in the determined orientation.

[0044] In addition, the object control unit 132 performs movement calculations and action calculations (movement or action simulations) for objects that move or act, such as the player character, other player characters, and non-player characters. Specifically, the object control unit 132 obtains the movement information (position, rotation angle, speed, acceleration, etc.) and action information (position, rotation angle, speed, acceleration, etc. of each part constituting the object) of the object every frame based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, the movement algorithm, action algorithm, and action data read into the main memory unit 62, etc., and performs processing to move the object in the virtual three-dimensional space or to actuate (animate) each of the multiple parts constituting the object. Further, the object control unit 132 determines whether or not the objects are in contact with each other, and when the objects are in contact, performs processing to restrict the movement and action of the objects so that they do not overlap.

[0045] When the object is a character object, the object control unit 132 controls the movement of the character based on the movement data associated with each character. Specifically, the movement data includes the positions and rotation angles (the rotation angles of the child bones relative to the parent bones) of the bones that make up the skeleton of the character (part objects, joints, bones that make up the character object), and the object control unit 132 moves each bone that makes up the character's skeleton or deforms the skeleton shape based on the movement data, thereby controlling the attack, defense, avoidance, movement, etc. of the character.

[0046] In addition, when a multiplayer game is executed, player input information corresponding to the player input detected by the player input detection unit 50, the position information of the player character, and various parameters of the player or the player character are exchanged between the plurality of terminal devices 12 that are matched via the server device 12.

[0047] Regarding other player characters, the terminal communication unit 66 receives other player information such as player input information of other players transmitted from other terminal devices 14 corresponding to the other player characters, the position information of the other player characters, and various parameters of the other players or the other player characters. Based on the received other player information, the player input detected by the player input detection unit 50, the results of various processes performed by the terminal information processing unit 100, the object data, movement algorithm, movement algorithm, and movement data of the other player characters read into the main storage unit 62, etc., processes for moving or operating the other player characters are performed.

[0048] For non-player characters, based on other player information received by the terminal communication unit 66, player input detected by the player input detection unit 50, results of various processes performed by the terminal information processing unit 100, object data of non-player characters read into the main memory unit 62, movement algorithms, operation algorithms, and operation data, etc., processes are performed to move or operate the non-player characters.

[0049] As a result, in a plurality of terminal devices 14 participating in a multiplayer game, the movement and operation of player characters, other player characters, non-player characters, and enemy characters are synchronized.

[0050] The virtual camera control unit 134 performs a process of controlling a virtual camera (viewpoint) for generating an image visible from a given (arbitrary) viewpoint in the virtual three-dimensional space. Specifically, based on player input detected by the player input detection unit 50, received data received by the terminal communication unit 66, results of various processes performed by the terminal information processing unit 100, programs and virtual camera control data read into the main memory unit 62, etc., every frame (1 / 30 second), the position, orientation (rotation angle), and field of view of the virtual camera in the world coordinate system are determined, and the virtual camera is arranged at the determined position with the determined orientation and field of view.

[0051] Here, for the orientation of the virtual camera, a fixation point, which is the point the virtual camera looks at, may be set in the virtual three-dimensional space, and the orientation of the virtual camera may be controlled to face the set fixation point. Also, the field of view of the virtual camera may be controlled by enlarging or reducing the field of view, or by changing the distance between the screen (projection plane) on which the object is projected and the virtual camera. Note that an image for zooming in on the target object can be generated by narrowing the field of view of the virtual camera or increasing the distance between the screen and the virtual camera, and an image for zooming back from the target object can be generated by widening the field of view of the virtual camera or decreasing the distance between the screen and the virtual camera.

[0052] Also, the virtual camera control unit 134 controls the position, orientation, and field of view angle of the virtual camera so that the virtual camera follows changes in the position and orientation of the player character that moves and acts based on player input, and so that the position, orientation, and field of view angle of the virtual camera change based on player input.

[0053] Also, the virtual camera control unit 134 controls the position, orientation, and field of view angle of the virtual camera so that the position of the virtual camera moves to a predetermined position, moves along a predetermined movement path, the orientation of the virtual camera rotates at a predetermined rotation angle, or the field of view angle of the virtual camera changes to a predetermined field of view angle, based on virtual camera control data for specifying the position (movement path), orientation, field of view angle, and fixation point of the virtual camera. The virtual camera control data may include the position, rotation angle, field of view angle, and position of the fixation point of the virtual camera for each frame, as well as the amount of change, rate of change, and change period (number of frames) of the position, rotation angle, field of view angle, and fixation point of the virtual camera for each frame.

[0054] The hit determination unit 140 determines whether an attack by a certain character hits another character (collision determination). Specifically, an attack range is set for the attack action of the character. When the character performs an attack action, the attack direction is determined based on the orientation of the character at that time, and the attack range is set in the determined attack direction. The hit determination unit 140 determines whether the set attack range overlaps with the range of the target character of the attack, and determines that the attack has hit if there is an overlap. The attack actions of the character include not only those in which the attack range is set in the vicinity of the character, such as punching, kicking, and slashing with a sword, but also those in which the attack range is set at a position away from the character, such as shooting a gun, spouting fire, using magic, and exerting abilities, or those in which the attack range moves or the target character of the attack is set, and include multiple types of attack actions.

[0055] The character control unit 142 determines whether various conditions set for each character are satisfied based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, particularly the results of various processes performed by the display control unit 130, and the programs and data read into the main memory unit 62. When the conditions are satisfied, the character control unit 142 performs a process of controlling various states that can be set for each character.

[0056] The parameter update unit 144 updates various parameters corresponding to the player, such as the player's level, experience points, and money held, and various parameters corresponding to the character, such as the character's hit points (life, stamina), attack power, and defense power, when the update conditions corresponding to the types of parameters are satisfied. For example, when the hit points reach 0, the character becomes unable to act. When it is determined that an attack on the character hits, the parameter update unit 144 subtracts the damage value set for the hit attack from the hit points of the attacked character, thereby decreasing the hit points of the attacked character. Also, when an item or magic that restores hit points is used, the parameter update unit 144 adds the hit recovery value set for the used item or magic to the hit points of the character targeted by the item or magic, thereby increasing the hit points of the character targeted by the item or magic.

[0057] The image generation unit 146 generates a game image in which various objects and various pre-rendered images are displayed by performing a process of drawing a game image in the drawing buffer 64 for each frame based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, particularly the results of various processes performed by the display control unit 130, and the programs and data read into the main memory unit 62. The generated game image is output to the display unit 52 to display the game image.

[0058] When generating a three-dimensional game image, based on various processing results of the display control unit 130, object data (model data) including vertex data (vertex position coordinates, texture coordinates, color data, normal vector, or α value, etc.) of each vertex of an object (model) is acquired, and based on the vertex data included in the acquired object data, vertex processing (shading by a vertex shader) is performed.

[0059] In vertex processing, according to a vertex processing program (vertex shader program), geometric processing such as vertex movement processing, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, or perspective transformation is performed, and based on the processing results, the vertex data given for the vertex group constituting the object is changed (updated, adjusted).

[0060] When vertex processing is performed, rasterization (scan conversion) is performed based on the vertex data after vertex processing, and the surfaces of polygons (primitives) and pixels (picture elements) are associated. When rasterization is performed, pixel processing (shading by a pixel shader, fragment processing) for drawing the pixels (fragments constituting the display screen) constituting the image is performed.

[0061] In pixel processing, according to a pixel processing program (pixel shader program), various processes such as texture mapping, hidden surface removal, setting / modifying color data, semi-transparent composition, and anti-aliasing are performed to determine the final drawing color of the pixels constituting the image, and the drawing color of the perspective-transformed object is output (drawn) to the drawing buffer 64 (a buffer capable of storing image information in pixel units, a rendering target). That is, in pixel processing, per-pixel processing for setting or modifying image information (color value, luminance value, Z value, normal, α value, etc.) in pixel units is performed. Thereby, an image visible from a virtual camera (a given viewpoint) in a virtual three-dimensional space is generated.

[0062] The sound control unit 150 performs sound processing based on the results of various processes performed by the terminal information processing unit 100, generates game sounds such as music, BGM, sound effects, or voices, and causes the generated game sounds to be output from the sound output unit 54.

[0063] The terminal communication control unit 160 causes the terminal communication unit 66 to communicate with the server device 12 or another terminal device 14, and performs processes for transmitting and receiving various information. For example, the terminal communication control unit 160 causes the terminal communication unit 66 to transmit and receive information necessary for processes such as newly registering a player in the information processing system 10, logging in a player to the information processing system 10, setting an opponent player to cooperate or compete with the logged-in player, and processes necessary for executing a multiplayer game by synchronizing a plurality of terminal devices 14. Further, the terminal communication control unit 160 also causes the terminal communication unit 66 to transmit and receive destination information indicating the destination of the information, source information indicating the source of the information, identification information for identifying the information processing system 10 that generated the information, and the like.

[0064] Note that all or part of the functions of the terminal information storage medium 56 of the terminal device 14, all or part of the functions of the terminal storage unit 60, all or part of the functions of the terminal communication unit 66, and all or part of the functions of the terminal information processing unit 100 may be provided in the server device 12, or all or part of the functions of the server information storage medium 20 of the server device 12, all or part of the functions of the server storage unit 30, all or part of the functions of the server communication unit 36, and all or part of the functions of the server information processing unit 40 may be provided in the terminal device 14.

[0065] 2. Control method of this embodiment Hereinafter, the control method of this embodiment will be described in detail by taking as an example the case where the terminal device 14 is a console video game machine and the game program of this embodiment is applied as a game application of the console video game machine.

[0066] FIG. 4 is a diagram showing an example of a game image generated by the game program of the present embodiment and displayed in the display area 200 of the display. The game program of the present embodiment is configured to be able to execute a third-person perspective action game, and as shown in FIG. 4, an image of the player character is generated from behind and above the player character's head and displayed in the display area 200.

[0067] In the game program of the present embodiment, one party is formed by four ally characters including one player character, and the four ally characters belonging to one party are configured to be able to cooperate and fight against enemy characters, and a solo player game or a multiplayer game can be executed. In the multiplayer game, up to four terminal devices 14 can be matched, and in each of up to four terminal devices 14, four ally characters belonging to one party arranged in a common object space (virtual three-dimensional space, virtual space) are configured to be able to fight against enemy characters.

[0068] When the solo player game is executed, the four ally characters become one player character and three non-player characters. When the multiplayer game is executed and two terminal devices 14 are matched, the four ally characters become one player character, one other player character, and two non-player characters. When three terminal devices 14 are matched, the four ally characters become one player character, two other player characters, and one non-player character. When four terminal devices 14 are matched, the four ally characters become one player character and three other player characters.

[0069] In the example of Figure 4, three ally characters are displayed around the player character. However, one of the three ally characters is another player character, and the other two ally characters are non-player characters. Also, two enemy characters, which are non-player characters, are displayed in front of the player character.

[0070] While looking at the display area 200 shown in Figure 4, the player uses the controller 202 of the console video game machine shown in Figure 5 to input operations for moving or operating the player character, and enjoys a game in which the player battles against a plurality of enemy characters that move or operate according to a given algorithm.

[0071] As shown in Figure 5, the controller 202 is provided with a left analog stick 204, a right analog stick 206, a plurality of buttons 208, a direction pad 210, etc. The direction and amount by which the left analog stick 204 and the right analog stick 206 are tilted are detected by a variable resistor type sensor.

[0072] When an operation of tilting the left analog stick 204 is performed, it is received as a movement input for moving the player character, and the player character moves according to the direction and amount by which the left analog stick 204 is tilted. When an operation of tilting the right analog stick 206 is performed, it is received as a virtual camera input for changing the direction of the virtual camera, and the direction of the virtual camera changes according to the direction and amount by which the right analog stick 206 is tilted.

[0073] When an operation of pressing any of the buttons 208 or the direction pad 210 is performed, according to the type of the pressed button 208 or the pressed position of the direction pad 210, it is received as an attack input for the player character to attack the enemy character, or as a jump input for the player character to jump.

[0074] The virtual camera is basically placed at a reference position that is a predetermined distance behind and above the player character's position, and is oriented slightly to the left with respect to the direction of the player character. As shown in FIG. 4, the player character is displayed at a position shifted from the center of the display area 200 to the lower left. When the position and orientation of the player character change, the position and orientation of the virtual camera are controlled to follow the changes in the position and orientation of the player character.

[0075] Also, in the game image shown in FIG. 4, a normal input information display 300 showing the information of each button 208 shown in FIG. 5 is displayed in the lower right part of the display area 200. The normal input information display 300 includes a button type display 302 that indicates the operation of the player character corresponding to the input of each button 208 and whether the input of each button 208 is valid or not. In the example of FIG. 4, the button type display 302 of the button 208 with a square mark corresponding to a normal attack and the button type display 302 of the button 208 with a triangle mark corresponding to a special attack are highlighted, so the input of the button 208 with a square mark corresponding to a normal attack and the input of the button 208 with a triangle mark corresponding to a special attack are valid. However, since the button type display 302 of the button 208 with a circular mark corresponding to a special attack and the button type display 302 of the button 208 with an "x" mark corresponding to a jump are not highlighted, it is shown that the input of the button 208 with a circular mark corresponding to a special attack (a predetermined operation) and the input of the button 208 with an "x" mark corresponding to a jump are invalid.

[0076] An ally information display 306 showing the information of each ally character is displayed in the upper left part of the display area 200. The ally information display 306 includes an ally hit point display 308 that indicates the level, name, and hit points of each ally character, and a specific value display 310 that indicates a specific value, which is a parameter that enables a special attack stronger than a normal attack when a predetermined value is reached.

[0077] The specific value is set for each ally character. When a normal attack of any ally character hits an enemy character, the specific value of the ally character that hits the enemy character with the normal attack is updated to increase. An ally character whose specific value reaches a predetermined value (for example, 100) is set to a specific attackable state in which a specific attack can be executed.

[0078] In the example of FIG. 4, the specific value display 310 of character A, which is a player character, the specific value display 310 of character B, which is a non-player character, and the specific value display 310 of character D, which is another player character, indicate that the specific value has reached the predetermined value. However, the specific value display 310 of character C, which is a non-player character, indicates that the specific value has not reached the predetermined value.

[0079] When the player character is set to the specific attackable state, the input of button 208 with a triangle mark is enabled, and the button type display 302 of button 208 with a triangle mark is highlighted, indicating that the input of button 208 with a triangle mark is valid. When button 208 with a triangle mark is pressed in the specific attackable state, the player character performs a specific attack.

[0080] When the specific attack hits an enemy character, a larger value than when the normal attack hits is subtracted from the hit points of the enemy character. When the specific attack is performed, regardless of whether the specific attack hits the enemy character or not, the specific value of the ally character that performed the specific attack is reset to the initial value, and the character is set to a specific attack impossible state in which the specific attack cannot be executed.

[0081] When the player character is set to the state where a specific attack is not possible, the input of button 208 with a triangle mark is invalidated, and the button type display 302 of button 208 with a triangle mark is not highlighted, indicating that the input of button 208 with a triangle mark is invalid. Even if button 208 with a triangle mark is pressed in the state where a specific attack is not possible, the player character does not perform a specific attack.

[0082] When a specific attack by an ally character hits an enemy character, the enemy character that has been hit by the specific attack is set to a specific state, and a continuous specific attack available period, which is the period during which a continuous specific attack can be executed on the enemy character in the specific state, is started.

[0083] During one continuous specific attack available period, when a second specific attack by another ally character hits an enemy character in the specific state, a value larger than when the first specific attack hits is subtracted from the hit points of the enemy character in the specific state. Further, when a third specific attack by another ally character hits an enemy character in the specific state, a value larger than when the second specific attack hits is subtracted from the hit points of the enemy character in the specific state. Further, when a fourth specific attack by another ally character hits an enemy character in the specific state, a value larger than when the third specific attack hits is subtracted from the hit points of the enemy character in the specific state.

[0084] For example, when a normal attack hits, a value based on the attack power of the ally character who made the normal attack is subtracted from the enemy character's hit points; when the first special attack hits, a value based on the attack power of the ally character who made the first special attack plus 100 is subtracted from the enemy character's hit points; when the second special attack hits, a value based on the attack power of the ally character who made the second special attack plus 200 is subtracted from the enemy character's hit points; when the third special attack hits, a value based on the attack power of the ally character who made the third special attack plus 300 is subtracted from the enemy character's hit points; and when the fourth special attack hits, a value based on the attack power of the ally character who made the fourth special attack plus 400 is subtracted from the enemy character's hit points.

[0085] When the hit points of an enemy character in a special state reach 0, when there are no more ally characters in a special attack possible state, or when the period set as the period during which consecutive special attacks are possible ends, the enemy character's special state is released.

[0086] Thus, in this embodiment, each ally character can perform a specific attack immediately when its own specific value reaches a predetermined value, but if the specific values ​​of other ally characters have not yet reached the predetermined value, the ally characters can wait for the specific values ​​of the other ally characters to reach the predetermined value, and then cooperate to perform a specific attack on the same enemy character before the period during which consecutive specific attacks are possible ends, making it easier to defeat the enemy character than if each ally character performed a specific attack alone.

[0087] 4, an enemy information display 312 showing information about each enemy character is displayed near each enemy character. Each enemy information display 312 includes an enemy hit point display 314 showing the hit points of each enemy character, and a special value display 316 showing a special value, which is a parameter that temporarily disables the enemy character's movement or action when it reaches 0.

[0088] When the attack of an ally character hits an enemy character, the special value of the enemy character hit by the ally character's attack is updated to decrease. However, if the state where no further attacks from ally characters hit the enemy character with the decreased special value continues, the special value is updated to increase over time.

[0089] When the above-mentioned specific attack hits an enemy character, similar to the hit points, a larger value than when a normal attack hits is subtracted from the special value of the enemy character. Also, within the period of continuous specific attacks once, when a second specific attack by another ally character hits the enemy character, a larger value than when the first specific attack hits is subtracted from the special value of the enemy character. Further, when a third specific attack by another ally character hits the enemy character, a larger value than when the second specific attack hits is subtracted from the special value of the enemy character. Moreover, when a fourth specific attack by another ally character hits the enemy character, a larger value than when the third specific attack hits is subtracted from the special value of the enemy character.

[0090] For example, when a normal attack hits, a value based on the attack power of the ally character that landed the normal attack is subtracted from the special value of the enemy character. When the first specific attack hits, a value obtained by adding 100 to the value based on the attack power of the ally character that landed the first specific attack is subtracted from the special value of the enemy character. When the second specific attack hits, a value obtained by adding 200 to the value based on the attack power of the ally character that landed the second specific attack is subtracted from the special value of the enemy character. When the third specific attack hits, a value obtained by adding 300 to the value based on the attack power of the ally character that landed the third specific attack is subtracted from the special value of the enemy character. When the fourth specific attack hits, a value obtained by adding 400 to the value based on the attack power of the ally character that landed the fourth specific attack is subtracted from the special value of the enemy character.

[0091] An enemy character whose special value has reached 0 (a predetermined condition has been satisfied) is set to a special state in which movement and actions are temporarily impossible. The enemy character set to the special state is displayed as being stunned and immobile, as shown in FIG. 6. When any enemy character is set to the special state, if a normal attack of a friendly character hits another enemy character not set to the special state, the special value of the other enemy character is subtracted so as not to reach 0. That is, by subtracting the special value of the other enemy character so that the condition for setting the special state is not satisfied, multiple enemy characters are not set to the special state at the same time.

[0092] A friendly character existing within a predetermined range from an enemy character set to the special state is set to a special attack possible state in which a special attack can be performed on the enemy character set to the special state. A friendly character set to the special attack possible state does not have its hit points decreased even if an attack of an enemy character hits.

[0093] In the example of FIG. 6, when the attack of the player character hits the front enemy character, the special value of the front enemy character reaches 0, and the front enemy character is set to the special state. The player character and the friendly character on the right are set to the special attack possible state because they exist within a predetermined range from the enemy character set to the special state.

[0094] When the player character is set to the special attack possible state, the input of button 208 marked with the circular mark shown in FIG. 5 is enabled, and the button type display 302 of button 208 marked with the circular mark is highlighted as shown in FIG. 6, indicating that the input of button 208 marked with the circular mark is valid. When button 208 marked with the circular mark is pressed in the special attack possible state, the player character performs a special attack.

[0095] When a special attack hits an enemy character set to a special state, a larger value than when a normal attack hits is subtracted from the hit points of the enemy character. A normal attack can hit an enemy character not set to a special state, but a special attack cannot hit. When a special attack is performed, regardless of whether the special attack hits the enemy character, the special attack enabled state of the ally character that performed the special attack is cancelled.

[0096] When an enemy character is set to a special state, a special attack available period, which is the period during which a special attack can be executed, starts. When the hit points of the enemy character in the special state reach 0 or the period set as the special attack available period ends, the special state of the enemy character is cancelled. When the special state of the enemy character is cancelled, if there is an ally character that has not performed a special attack, the special attack enabled state of the ally character that has not performed a special attack is cancelled.

[0097] During the special attack available period, an ally character may be set to a special attack enabled state and a specific attack enabled state. However, if an ally character performs a specific attack during the special attack available period, there is a risk that the ally character will become too advantageous. Therefore, when a specific attack hits an enemy character in a special state, if there is an ally character that has not performed a special attack, the specific attack enabled state of the ally character that has not performed a special attack is cancelled.

[0098] Thus, in this embodiment, when the special value of the enemy character reaches 0, if multiple ally characters cooperate to perform a special attack on the same enemy character before the special attack available period ends, it becomes easier to defeat the enemy character than when each ally character performs a special attack alone.

[0099] In the game images shown in FIGS. 4 and 6, correction information display 318 indicating information on parameters for correcting the attack power of each ally character is displayed in the upper right central part of the display area 200. The correction information display 318 includes a correction content display 320 indicating the content of the correction of the attack power of each ally character, a correction level display 322 indicating the correction level which is the parameter corresponding to the correction content display 320, and a correction point display 324 indicating the correction point which is the parameter at which the correction level increases when the maximum value is reached.

[0100] The correction points are set commonly for each ally character, and when a specific attack or special attack of any one of the ally characters hits an enemy character, the correction points are updated to increase. Even if a normal attack hits an enemy character, the correction points do not increase.

[0101] Regarding the special attack, the same value is added to the correction points each time the specific attack hits an enemy character.

[0102] On the other hand, regarding the specific attack, within one specific attack available period, when a second specific attack by another ally character hits an enemy character in a specific state, a larger value than when the first specific attack hits is added to the correction points, and when a third specific attack by another ally character hits an enemy character in a specific state, a larger value than when the second specific attack hits is added to the correction points, and when a fourth specific attack by another ally character hits an enemy character in a specific state, a larger value than when the third specific attack hits is added to the correction points.

[0103] For example, when the special attack hits, 100 is added to the correction points, when the first specific attack hits, 100 is added to the correction points, when the second specific attack hits, 200 is added to the correction points, when the third specific attack hits, 300 is added to the correction points, and when the fourth specific attack hits, 400 is added to the correction points.

[0104] For each correction level, a minimum value and a maximum value of correction points are set. As the correction points increase, each time the correction points reach the maximum value, the correction level is updated to increase, and the correction content display 320 is updated to show the correction content corresponding to the increased correction level. When the correction level increases, the attack power of each ally character is corrected with the correction content corresponding to the increased correction level.

[0105] In the example of FIG. 4, it is displayed that the correction level is 2, it is displayed that the correction content is a correction that increases the attack power by 20%, the attack power of each ally character has increased by 20%, and when the attack of the ally character hits the enemy character, the value to be subtracted from the hit points of the enemy character is determined based on the attack power increased by 20%.

[0106] On the other hand, in the example of FIG. 6, it is displayed that the correction level is 3, it is displayed that the correction content is a correction that increases the attack power by 30%, the attack power of each ally character has increased by 30%, and when the attack of the ally character hits the enemy character, the value to be subtracted from the hit points of the enemy character is determined based on the attack power increased by 30%.

[0107] Even if the correction points increase, if the state continues where no specific attack or special attack of an ally character hits the enemy character, the correction points are updated to decrease over time. When the correction points decrease, each time the correction points reach the minimum value, the correction level is updated to decrease, and the correction content display 320 is updated to show the correction content corresponding to the decreased correction level. When the correction level decreases, the attack power of each ally character is corrected with the correction content corresponding to the decreased correction level.

[0108] Thus, in this embodiment, if the number of specific attacks or special attacks is increased through cooperation among each ally character, it becomes easier to increase the correction points and the attack power than when performing specific attacks or special attacks alone.

[0109] And in this embodiment, when all ally characters belonging to one party perform a special attack in a state where the correction level has reached the maximum value of 5, a special period of 12 seconds is started. During the special period, various parameters change to the advantage of each ally character, such as the attack power of each ally character increasing, the hit points of each ally character recovering, the effects of the abilities of each ally character increasing, the period until the abilities of each ally character become activatable shortening, and the movements of enemy characters slowing down.

[0110] From the above, in this embodiment, when each ally character cooperates to perform a specific attack or a special attack on the same enemy character, the battle can be advanced advantageously. Therefore, it is possible to provide players with various incentives to cooperate strategically among ally characters, and the immersion in the game can be enhanced.

[0111] Also in this embodiment, as shown in FIG. 5, a right button 212 is provided on the upper right side of the controller 202. When an operation of pressing the right button 212 is performed, it is received as a defensive input for the player character to defend against the attack of the enemy character. As shown in FIG. 7, a defensive action in which the player character assumes a defensive posture is executed, and a ring-shaped defensive display 400 indicating that the player character is performing a defense is displayed in front of the player character.

[0112] Specifically, the execution of the defensive action continues while the defensive input is being made and ends when the defensive input stops. However, the defensive display 400 is erased even if the defensive input continues after being displayed for 2 seconds since the start of the defensive input. Also, when an attack of an enemy character hits the player character during the execution of the defensive action (when the player character receives an attack from the enemy character), the defensive display 400 is displayed for 2 seconds and then erased.

[0113] During the execution of the defensive action, even if the enemy character's attack hits the player character, the damage value set for the hitting attack is cut by 100%, and the damage value set for the hitting attack is not subtracted from the player character's hit points, so the hit points do not decrease.

[0114] Here, in this embodiment, the player character can avoid the enemy character's attack by moving outside the effective range of the enemy character's attack. However, due to the wide effective range of the enemy character's attack, it may not be possible to completely avoid the enemy character's attack, or due to the arrangement of objects such as terrain and structures, there may be no space to avoid the enemy character's attack, or in a melee situation where there are multiple enemy characters around, or for a player who is not accustomed to avoiding by moving, such as a beginner, by simply pressing the right button 212, the defensive action is executed, and thus the player can protect themselves from the enemy character's attack.

[0115] Note that even during the execution of the defensive action, if an operation of tilting the left analog stick 204 while pressing the right button 212 is performed, the player character can be moved while performing the defense, but the movement speed of the player character is slower than when moving the player character in a state where the defensive action is not being executed.

[0116] Also, in this embodiment, by imposing a limit on the use of the player character's defense, in order to create a give-and-take in the battle with the enemy character, a defense point (specific parameter), which is a parameter related to defense, is set for the player character.

[0117] The defense point is set to the maximum value in the initial state. When the enemy character's attack hits the player character during the execution of the defensive action, the defense point decreases because the reduction value set for the hitting attack is subtracted from the player character's defense point.

[0118] Also, when the enemy character's attack hits the player character during the execution of the defensive action, a non-recovery period of 7 seconds, during which the defense points cannot be recovered, is set, and the count of the non-recovery period starts. When the 7-second non-recovery period elapses without the enemy character's attack hitting during the 7-second non-recovery period, each time the frame is updated, the defense recovery value set for the player character is added to the defense points of the player character, increasing the defense points.

[0119] The change in defense points can be identified by the color of the defense display 400. When the defense points are 50% or more of the maximum value, the defense display 400 is displayed in blue, but when the defense points are less than 50% of the maximum value, the defense display 400 is displayed in yellow.

[0120] When the defense points reach 0 (predetermined value), a defense interruption action in which the player character breaks the defense (causing an adverse effect) is executed, and the player character is set to a defense reduction state in which the effect of the defense decreases (causing an adverse effect). In the defense reduction state, the defense display 400 is displayed in red.

[0121] Even in the defense reduction state, when a defense input is made, the defense action is executed. However, in the defense reduction state, when the enemy character's attack hits the player character during the execution of the defense action, the damage value set for the hit attack is cut by 20%, and a value corresponding to 0.8 times the damage value set for the hit attack is subtracted from the hit points of the player character, reducing the hit points. However, the reduction in hit points is mitigated compared to the case where the defense action is not executed.

[0122] Also, in the state of reduced defense, if an attack by an enemy character hits the player character during the execution of a defensive action, a defensive interruption action is executed. If an attack by an enemy character hits the player character during the execution of the defensive interruption action, the damage value set for the hitting attack is not cut, and the hit points of the player character are decreased by subtracting the damage value set for the hitting attack from the hit points of the player character.

[0123] Also, even in the state of reduced defense, if an attack by an enemy character hits the player character during the execution of a defensive action, a non-recovery period is set to 7 seconds and the count of the non-recovery period starts. If the 7-second non-recovery period elapses without an attack by an enemy character hitting during the 7-second non-recovery period, the defense points of the player character increase by adding the defense recovery value set for the player character to the defense points of the player character every time the frame is updated.

[0124] Also, in the state of reduced defense, even if an attack by an enemy character hits the player character during the execution of a defensive action, the defense points do not decrease because the deduction value set for the hitting attack is not subtracted from the defense points of the player character.

[0125] The state of reduced defense continues until the defense points recover to the maximum value. When the defense points recover to the maximum value, the state of reduced defense ends. Until the state of reduced defense ends, even if the defense points increase, the defense display 400 is displayed in red, and when the state of reduced defense ends, the defense display 400 is displayed in blue.

[0126] Also, in this embodiment, regardless of whether it is the state of reduced defense or not, if the timing when an attack by an enemy character hits the player character during the execution of a defensive action is within 5 frames from the start of the execution of the defensive action, it is determined that a perfect defense has been successful.

[0127] When just defense is successful, regardless of whether there is a defense debuff or not, the damage value set for the hit attack is cut by 100%, and the hit points of the player character do not decrease because the damage value set for the hit attack is not subtracted from the hit points.

[0128] Also, when just defense is successful, regardless of whether there is a defense debuff or not, the player character's defense points do not decrease because the reduction value set for the hit attack is not subtracted from the defense points.

[0129] The execution of the defense action ends when, in addition to the absence of defense input, actions other than the defense action, such as an attack action or a defense interruption action, occur.

[0130] Figure 8 is a diagram showing the relationship between the attack action and the defense action of the player character. In this embodiment, when an input corresponding to an attack action such as a normal attack, a specific attack, or a special attack is received, the attack action corresponding to the input is executed over a predetermined execution period (attack period). However, as shown in Figure 8, during the execution period of the player character's attack action, a non-cancellable period (specific period) during which the attack action cannot be cancelled and a cancellable period (non-specific period) during which the attack action can be cancelled are set.

[0131] As shown in Example 1 of Figure 8, when the defense input becomes ON during the cancellable period, the ongoing attack action is cancelled and the execution of the defense action is started. On the other hand, as shown in Example 2 of Figure 8, even if the defense input becomes ON during the non-cancellable period, the ongoing attack action is not cancelled but continues, and the execution of the defense action is not started. However, when the cancellable period starts with the defense input remaining ON, the execution of the defense action starts together with the start of the cancellable period.

[0132] Thus, in this embodiment, by creating a period during which a defensive action cannot be performed while an attack action is being executed, it is possible to represent the occurrence of a so-called gap when an attack is launched. When the enemy character is attacking or about to attack, it is necessary to time the attack so as not to attack, for example.

[0133] However, players who are not used to timing their attacks, such as beginners, may end up taking significant damage when attacking the enemy character, or may hesitate to attack the enemy character, potentially preventing them from fully enjoying the game.

[0134] Therefore, in this embodiment, as shown in Example 3 of FIG. 8, even if the defensive input is in the ON state during the uncancellable period, in principle, the ongoing attack action is not cancelled and the execution of the defensive action is not started. However, if the enemy character's attack hits the player character while the defensive input is in the ON state, the ongoing attack action is exceptionally cancelled even during the uncancellable period, and the execution of the defensive action is started.

[0135] And when the execution of the defensive action is started during the uncancellable period and the character is not in a state of reduced defense, the damage value set for the hitting attack is cut by 100%, and the hit point of the player character does not decrease because the damage value set for the hitting attack is not subtracted from the hit point.

[0136] However, when the execution of the defensive action is started during the uncancellable period and the character is not in a state of reduced defense, a value corresponding to twice the reduction value set for the hitting attack is subtracted from the defense point of the player character, increasing the amount of reduction in the defense point (increasing the change amount of specific parameters and causing an adverse effect).

[0137] Also, when the execution of the defensive action is started during the non-cancellable period and the player is in a state of reduced defense, the damage value set for the hit attack is cut by 20%, and a value corresponding to 0.8 times the damage value set for the hit attack is subtracted from the hit points of the player character, so that although the hit points decrease, the amount of decrease is mitigated.

[0138] Also, when the execution of the defensive action is started during the non-cancellable period and the player is in a state of reduced defense, the defense points of the player character do not decrease because the reduction value set for the hit attack is not subtracted from the defense points.

[0139] Also, when the execution of the defensive action is started during the non-cancellable period, regardless of whether the player is in a state of reduced defense or not, a non-recoverable period of 15 seconds is set and the count of the non-recoverable period starts. When 15 seconds of the non-recoverable period elapses without the attack of the enemy character hitting, every time the frame is updated, the defense recovery value set for the player character is added to the defense points of the player character, so that the defense points increase.

[0140] Thus, in this embodiment, while the attack action is not cancelled in principle even if the right button 212 is pressed during the non-cancellable period, if the pressing of the right button 212 is continued during the non-cancellable period, the execution of the defensive action is started exceptionally on the condition that the attack of the enemy character hits the player character, and the hit points do not decrease or the amount of decrease in the hit points is mitigated.

[0141] Therefore, in this embodiment, even a player who is not used to timing attacks can avoid taking a large amount of damage when attacking an enemy character and can be made not to hesitate to attack the enemy character, so that the fun of the game can be fully felt.

[0142] And in this embodiment, when the execution of the defense operation is started during the non-cancellable period, the amount of decrease in the defense points becomes large and the non-recoverable period also becomes long. Therefore, it is possible to prevent the abuse of the defense operation during the non-cancellable period and prevent the game from becoming overly easy.

[0143] Hereinafter, the flow of the processing performed by the terminal information processing unit 100 of the terminal device 14 of this embodiment will be described using the flowcharts of FIGS. 9 to 12.

[0144] In the defense control processing shown in FIGS. 9 and 10, first, as shown in FIG. 9, when the frame is updated (Y in step S100), the non-recoverable period has elapsed (Y in step S102), and the defense points are not at the maximum value (N in step S104), the defense recovery value R set for the player character is added to the defense points of the player character (step S106). Then, when the defense points reach the maximum value (Y in step S108), if it is in a defense-down state (Y in step S110), the defense-down state ends (step S112).

[0145] And, as shown in FIG. 10, when the defense input is in the ON state (Y in step S122) and during the execution of an attack operation (Y in step S124), if it is in the cancellable period (Y in step S126), the defense operation is executed (step S128). Then, if the attack of the enemy character hits (Y in step S130) and the perfect defense is successful (Y in step S132), the processing ends as it is.

[0146] On the other hand, when the just defense has not succeeded (N in step S132) and the defense is not in a degraded state (N in step S134), the reduction value B set for the hit attack is subtracted from the defense points of the player character (step S136). When the defense points reach 0 (Y in step S138), the player character is set to the defense degraded state (step S140), and the non-recovery period is set to 7 seconds (step S142).

[0147] Also, when in the defense degraded state (Y in step S134), the reduction value B is not subtracted from the defense points of the player character, and the non-recovery period is set to 7 seconds (step S142). Also, when the defense points have not reached 0 (N in step S138), the defense degraded state is not set, and the non-recovery period is set to 7 seconds (step S142).

[0148] Also, when the defense input is in the ON state (Y in step S122), and during the execution of the attack action (Y in step S124), if it is not in the cancellable period, that is, if it is in the non-cancellable period (N in step S126), when the attack of the enemy character hits (Y in step S144), the defense action is executed (step S146).

[0149] And when not in the defense degraded state (N in step S148), a value 2B corresponding to twice the reduction value B set for the hit attack is subtracted from the defense points of the player character (step S150). When the defense points reach 0 (Y in step S152), the player character is set to the defense degraded state (step S154), and the non-recovery period is set to 15 seconds (step S156).

[0150] Also, when in a state of reduced defense (Y in step S148), instead of subtracting a value 2B equivalent to twice the deduction value B from the defense points of the player character, the non-recovery period is set to 15 seconds (step S156). Also, when the defense points have not reached 0 (N in step S152), the state of reduced defense is not set, and the non-recovery period is set to 15 seconds (step S156).

[0151] In the hit point update process shown in FIG. 11, first, when the frame is updated (Y in step S160), if the attack of the enemy character has hit (Y in step S162) and the defense action is being executed (Y in step S164), and if not in a state of reduced defense (N in step S166), the process ends as it is.

[0152] On the other hand, if the defense action is being executed (Y in step S164) and in a state of reduced defense (Y in step S166), a value 0.8D equivalent to 0.8 times the damage value D set for the hit attack is subtracted from the hit points of the player character. Also, if the defense action is not being executed (N in step S164), the damage value D set for the hit attack is subtracted from the hit points of the player character.

[0153] In the defense action end process shown in FIG. 12, first, when the frame is updated (Y in step S180), if the defense action is being executed (Y in step S182) and the defense input is in the OFF state (Y in step S184), the execution of the defense action ends (step S186).

[0154] On the other hand, if the defense input is not in the OFF state, that is, the defense input is in the ON state (N in step S184), and if another action other than the defense action has occurred (Y in step S188), the execution of the defense action also ends (step S186).

[0155] Also, when the defensive input is not in the OFF state, that is, the defensive input is in the ON state (N in step S184) and no other operations other than the defensive operation are occurring (N in step S188), the execution of the defensive operation is continued without being terminated.

[0156] 3. Modification Example The present invention is not limited to what has been described in the above embodiments, and various modified implementations are possible. Hereinafter, modification examples will be introduced. Note that the above embodiments and various methods described as modification examples below can be appropriately combined and adopted as methods for realizing the present invention.

[0157] The specific value may be increased when at least one of a normal attack, a specific attack, and a special attack hits. The specific value of the ally character that performed the specific attack may be decreased by a predetermined value. When any enemy character is set in a special state, even if an attack by an ally character hits another enemy character, the special value of the other enemy character may not be decreased.

[0158] The ally character set in the special attack target state may have the special attack target state canceled when it is outside a predetermined range from the special state enemy character, or may not have the special attack target state canceled even when it is outside the predetermined range. When an enemy character is set in a special state, all ally characters may be set in a special attack enabled state regardless of whether they are within a predetermined range from the special state enemy character. Even for an ally character set in a special attack enabled state, if an attack by an enemy character hits, the hit points may be decreased.

[0159] Even if a specific attack hits an enemy character in a special state, the special state of the enemy character may not be lifted, and the special attack available period may not end. During the special attack available period, the input corresponding to the specific attack may be invalidated. Even if the special attack available period has not ended, if there are no ally characters in the special attack available state, that is, if all ally characters perform special attacks during the special attack available period, the special state of the enemy character may be lifted.

[0160] Each time a special attack hits an enemy character, a value based on the attack power of the ally character that landed the special attack may be added to the correction points, or the same value may be added to the correction points.

[0161] When the correction level increases, the correction content corresponding to the increased correction level may be used to change the defense power and other parameters of the ally character to be advantageous to the ally character, or the attack power, defense power, and other parameters of the enemy character may be changed to be disadvantageous to the enemy character.

[0162] During the execution period of the attack action of the player character, even if a defense input is made, the player character continues the attack action. If the player character is hit by an enemy character's attack while a defense input is being made, the player character may be made to perform a defense action. That is, during the attack period, even if a defense input is made under certain conditions, the player character continues the attack action, and if the player character is attacked by an enemy character while a defense input is being made, the player character may be made to perform a defense action.

[0163] If the defensive input is in the ON state during the non-cancellable period and the enemy character's attack hits the player character, the reduction amount of the defense points, the length of the non-recoverable period, or the reduction amount of the hit points may be increased as an adverse effect on the player character compared to the case where the enemy character's attack hits while the player character is performing a defensive action. That is, when the player character is attacked by the enemy character while the defensive input is being made during a specific period, an adverse effect may be generated on the player character compared to the case where the player character is attacked by the enemy character while performing a defensive action.

[0164] During the non-cancellable period or the execution period of the player character's attack action, when the enemy character's attack hits the player character while the defensive input is being made, the attack action and the defensive action of the player character may be motion-blended. For example, the lower body of the player character may continue the attack action while the upper body performs the defensive action. That is, during a specific period or the attack period, when the player character is attacked by the enemy character while the defensive input is being made, the player character may be made to perform a defensive action while continuing the attack action.

[0165] Among the attacks of the enemy character, there may be those that reduce the hit points even when the player character performs a defensive action.

[0166] Even when not in a state of reduced defense, if the enemy character's attack hits the player character during the execution of the defensive action, the damage value set for the hitting attack is cut by 80%, and a value corresponding to 0.2 times the damage value set for the hitting attack is subtracted from the hit points of the player character, so that the hit points decrease, but the reduction amount of the hit points may be significantly mitigated compared to the case where the defensive action is not executed.

[0167] When it is determined that the just defense has succeeded, the recovery impossible period may be set to, for example, 3 seconds. In the defense-down state, it may be set not to determine whether the just defense has succeeded. When not in the defense-down state, the recovery impossible period may be set to a shorter period than when in the defense-down state, or the recovery impossible period may not be set.

[0168] As shown in FIG. 13, when the attack of the enemy character hits (Y in step S200), and the hit attack is a guardable attack (Y in step S202), and during the execution of the attack action (Y in step S204), and it is in the cancel impossible period (Y in step S206), and the defense input is in the ON state (Y in step S208), and not in the defense-down state (N in step S210), the defense action may be executed (step S212). Also in this case, from the defense points of the player character, a value 2B corresponding to twice the deduction value B set for the hit attack is subtracted (step S214), and when the defense points reach 0 (Y in step S216), the player character is set to the defense-down state (step S218), and the recovery impossible period may be set to 15 seconds (step S220).

[0169] The present invention may be applied to a solo player game. The present invention may be applied to various games such as a fighting game and a racing game. The present invention may be applied to a smartphone (information processing device) or an arcade game device (information processing device) installed in a store. Also when the present invention is applied to a smartphone or an arcade game device, the terminal device may be a smartphone or an arcade game device, and a plurality of terminal devices may communicate with each other with a server device. In this case, the present invention can be applied to the terminal device or the server device. The present invention may be applied to a terminal device that performs peer-to-peer (P to P) communication with another terminal device without passing through a server device, or may be applied to a stand-alone game device not connected to a server device.

Description of Symbols

[0170] 10 Information processing system, 12 Server device, 14 Terminal device, 16 Network, 20 Server information storage medium, 30 Server storage unit, 36 Server communication unit, 40 Server information processing unit, 42 Server game processing unit, 48 Server communication control unit, 50 Player input detection unit, 52 Display unit, 54 Sound output unit, 56 Terminal information storage medium, 60 Terminal storage unit, 62 Main storage unit, 64 Drawing buffer, 66 Terminal communication unit, 100 Terminal information processing unit, 102 Input reception unit, 110 Terminal game processing unit, 130 Display control unit, 132 Object control unit, 134 Virtual camera control unit, 140 Hit determination unit, 142 Character control unit, 144 Parameter update unit, 146 Image generation unit, 150 Sound control unit, 160 Terminal communication control unit

Claims

1. A program for a game, comprising: making the player character perform an attack action based on an attack input for making the player character perform an attack action; making the player character perform a defensive action based on a defensive input for making the player character perform a defensive action; changing a specific parameter when the player character is attacked by an enemy character while performing a defensive action; executing a step of causing an adverse effect on the player character when the specific parameter reaches a predetermined value; During a specific period of an attack period in which the player character is performing an attack action, the player character is caused to continue the attack action even if the defense input is performed, and when the player character is attacked by an enemy character while the defense input is being performed during the specific period, the player character is caused to perform a defense action; When the player character is attacked by an enemy character while the defense input is being performed during the specific period, the program increases the amount of change in the specific parameter compared to when the player character is attacked by the enemy character while performing a defensive action.

2. In claim 1, During a non-specific period of the attack period, when the defense input is performed, the program causes the player character to perform a defense action regardless of whether the player character has been attacked by an enemy character.

3. 1. A method for a game, comprising: making the player character perform an attack action based on an attack input for making the player character perform an attack action; making the player character perform a defensive action based on a defensive input for making the player character perform a defensive action; changing a specific parameter when the player character is attacked by an enemy character while performing a defensive action; executing a step of causing an adverse effect on the player character when the specific parameter reaches a predetermined value; During a specific period of an attack period in which the player character is performing an attack action, the player character is caused to continue the attack action even if the defense input is performed, and when the player character is attacked by an enemy character while the defense input is being performed during the specific period, the player character is caused to perform a defense action; A method for increasing the amount of change in the specific parameter when the player character is attacked by an enemy character while the defense input is being performed during the specific period, compared to when the player character is attacked by the enemy character while performing a defensive action.

4. Based on an attack input that causes a player character to perform an attack action, the player character is caused to perform an attack action; Based on a defense input, the player character is caused to perform a defensive action; When the player character is performing a defensive action and receives an attack from an enemy character, certain parameters are changed. When the specific parameter reaches a predetermined value, an adverse effect is caused to the player character; During a specific period of an attack period in which the player character is performing an attack action, the player character is caused to continue the attack action even if the defense input is performed, and when the player character is attacked by an enemy character while the defense input is being performed during the specific period, the player character is caused to perform a defense action; When the player character is attacked by an enemy character while the defensive input is being performed during the specific period, the information processing device increases the amount of change in the specific parameter compared to when the player character is attacked by the enemy character while performing a defensive action.

Citation Information

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