Program, Management Parameter Variation Method, and Game Device
The program dynamically adjusts game parameters based on special effect states using a resistance gauge, addressing the predictability issue in conventional games, thereby enhancing gameplay unpredictability and engagement.
Patent Information
- Application Number
- JP2024130051
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-06
- Publication Date
- 2025-06-25
- Estimated Expiration
- 2044-08-06
AI Technical Summary
Conventional games allow players to easily determine the timing to apply debuff effects, making battles too predictable and less engaging, as well as imposing restrictions on debuff effects to maintain game balance, which can hinder the fun and interest of the game.
A program that varies basic parameters based on management parameters within threshold ranges, adjusting these parameters according to the type of special effect state an object is in, with a resistance gauge managing the effect time and resistance to special effects, ensuring unpredictable gameplay.
Enhances gameplay unpredictability and engagement by dynamically varying parameters based on special effect states, making the game more interesting and challenging for players.
Smart Images

Figure 0007698776000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, a method for changing management parameters, and a game device.
Background Art
[0002] Conventionally, there are games such as role-playing games in which a friendly character operated by a player battles an enemy character in the game. In such games, in order for the friendly character to advance the battle advantageously, a debuff effect that weakens the enemy character may be applied to the enemy character. In addition, the game is also provided with a buff effect that strengthens the character, which is the opposite of the debuff effect. In this specification, the debuff effect and the buff effect are collectively referred to as "special effects". For example, when a friendly character applies a debuff effect to an enemy character, the state in which the enemy character changes from the normal state is called the "special effect state". The target of the special effect is not limited to the enemy character, and for example, an object such as a weapon is also assumed.
[0003] If the debuff effect applied to the enemy character becomes too advantageous for the friendly character, the friendly character will defeat the enemy character immediately, and the fun of the game will be impaired. For this reason, in order to adjust the game balance so that the debuff effect does not become too advantageous, restrictions are imposed on the debuff effect. For example, a method may be adopted in which the success rate of the debuff effect to be applied next decreases as the debuff of the enemy character succeeds. By reducing the success rate of the debuff effect on the enemy character, the resistance of the enemy character to the debuff effect increases. In addition, a method may also be adopted in which the debuff effect on the enemy character to be applied next becomes weaker as the debuff of the enemy character succeeds.
[0004] Patent document 1 describes the technology for changing character parameters as follows: "In the battle part, each character fights according to parameters such as attack power or defense power. Therefore, changes in parameters directly affect the outcome of the battle. Parameter changes may include a variety of changes, such as buffs (positive effects) and debuffs (negative effects)." [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2023-184071 A Summary of the Invention [Problem to be solved by the invention]
[0006] In conventional games, the weakening effect given to an enemy character is often removed after a certain period of time has passed. Therefore, it is easy for the player to determine the timing at which to weaken the enemy character to make it easier to defeat the enemy character, making the game less interesting. Furthermore, the strengthening effect that strengthens a character is often removed after a certain period of time has passed.
[0007] The present invention has been made in view of the above circumstances, and has an object to improve the entertainment value of games. [Means for solving the problem]
[0008] The program of the present invention is a program for providing a game in which basic parameters are set for each type of object, and management parameters are set to vary the basic parameters by varying within a range of a plurality of thresholds, the program comprising: a step of varying the management parameters in accordance with the type of special effect state that an object that has received a special effect under a predetermined condition changes from its normal state; and a step of varying the basic parameters in accordance with the variation of the management parameters. An effect amount that changes based on a special effect state, which is an effect time during which the special effect state continues, is calculated based on the value of a management parameter at the time when the object changes to the special effect state, and Cause the computer to execute.
Advantages of the Invention
[0009] According to the present invention, since the basic parameter is varied in accordance with the variation of the management parameter that varies within a plurality of threshold ranges according to the type of the special effect state, the variation of the basic parameter becomes unpredictable to the player, and the interestingness of the game is improved. Problems, configurations, and effects other than those described above will be clarified by the description of the following embodiments.
Brief Description of the Drawings
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Embodiments for Carrying Out the Invention
[0011] Hereinafter, embodiments for carrying out the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same function or configuration are denoted by the same reference numerals, and redundant descriptions are omitted.
[0012] <Definition of Terms> First, the definition of terms commonly used in this specification will be described. The terms described below are those used in the game to which the present invention is applied.
[0013] (Game) First, the game will be described. A game is a form of play in which various information processing terminals execute a game program to obtain a predetermined effect. A game includes at least one of video data, image data, audio data, book data, and text data, and is expressed by appropriately combining multiple data. Usually, a game can be advanced by a player, who is a natural person, performing various operations. However, it is also possible to automatically advance the game by the player giving a predetermined instruction.
[0014] (Game medium) In a game, identification IDs (IDs) are assigned to various elements. An element to which an identification ID is assigned and which is managed by the identification ID is called a "game medium". Game media are often used in the internal processing of a game. Therefore, unlike the objects displayed on the screen, whether a game medium is displayed on the screen is not an issue.
[0015] For example, as game media, characters in the game, items (equipment items, consumable items, character costumes, etc.), cards, elements selected in a lottery game, etc. are assumed. Also, as game media, items that include one or more of the following uses and functions are assumed. For example, an item that changes (strengthens or weakens) other game media, an item that changes (strengthens or weakens) some parameter, an item that can obtain a price by consuming a game medium, an item that is a target for formation by the player and exhibits an effect in the game, etc.
[0016] (Object) In a game, a screen is displayed on the display device of the terminal on which the player plays the game. Various computer graphics images (hereinafter abbreviated as "images") are displayed as objects on the screen. Here, objects are broadly divided into two-dimensional images and three-dimensional images. An object in a two-dimensional image is an image configured by two-dimensional computer graphics, such as an illustrated image of the game medium (characters, items, etc.) or an image of a user interface (buttons, virtual pads, etc.). Similarly, an object in a three-dimensional image is an image configured by three-dimensional computer graphics, such as a character, item, background, etc.
[0017] (attribute) An attribute is data used to classify game media, and is a part of data commonly assigned to multiple game media or multiple objects. For example, an attribute may be data for distinguishing a certain character, or data for determining the rarity of a certain item. Attributes are often displayed on the screen when playing a game. However, attributes may be used only in the internal processing of a program and may not be displayed on the screen.
[0018] (currency) Games use currency to be exchanged for items and the like. This currency can be either paid currency that has value in the real world or parameters that are used only within the game. Paid currency includes, for example, cash, electronic money, in-game currency that is purchased for a fee, etc. Parameters that are used only within the game include in-game currency that is provided free of charge within the game. Furthermore, in-game currency also includes, for example, free currency that is consumed in a lottery process described below. Note that points and the like used in games may also be used in the same sense as currency.
[0019] (Reward) Players can obtain rewards by playing the game. Rewards are broadly classified into those attached to the player ID assigned to identify the player and those not attached to the player ID. Rewards attached to the player ID include, for example, items. Rewards such as items are used for the variation of predetermined parameters (experience points, stamina, right to draw, etc.) or for advancing the game. Also, as rewards, for example, unlocking playable quests, enabling the acquisition of character skills or abilities, enabling the viewing of music videos, etc. are also assumed. Rewards not attached to the player ID include, for example, the display of reward images or reward videos, the occurrence of events specific to the game, etc.
[0020] (Lottery Process) In the game, a lottery process may be carried out to give benefits to players. The lottery process is a process that probabilistically determines the result by using software random numbers generated within the game. In software random numbers, the same value is generated if the seed value is the same. In the lottery process, instead of software random numbers, a pre-created pseudo-random number sequence may be used to determine the result. The lottery process is broadly classified into a process of consuming a predetermined price and determining a reward by the lottery process (so-called gacha process) and other processes.
[0021] The process of consuming a predetermined price and determining a reward by the lottery process includes a non-restoring lottery (a process with a constant lottery probability or a process with a varying lottery probability) and a restoring lottery (a process in which the number of items, etc. is announced and the target item can be obtained by repeating the lottery times). Other processes include the lottery process for game rewards, the matching process in a game where characters fight each other, the damage calculation process when an attack is given, the action determination process of NPCs (Non Player Characters: characters not operated by players), etc.
[0022] (Game Effects) In a game, there are effects (referred to as "game effects") associated with a game medium, an object, or the like. Examples of game effects include a character's skills, abilities, special abilities, and the like. A game effect has some influence on the progress of the game, and the activation conditions for activating the game effect, the application target of the game effect, and the effect amount of the game effect are defined by an arbitrary combination.
[0023] [One Embodiment] <Example of the Overall Configuration of the Game System> Next, a configuration example of a game system according to an embodiment of the present invention will be described. This game system is configured by combining a game server that distributes a game and an information processing terminal. In the game according to this embodiment, basic parameters set for each type of enemy character (an example of an object) and a resistance gauge (an example of a management parameter) that varies the basic parameters by varying within a range of a plurality of thresholds (for example, a maximum value and a minimum value) are set. The game distributed by the game server includes a program and data related to the game.
[0024] <Overview of the Game System> FIG. 1 is an overall configuration diagram showing an overview of a game system 10 according to an embodiment. The game system 10 includes a game server 1, a smartphone 2A, and a PC (Personal Computer) 2B. The smartphone 2A and the PC 2B can be connected to the game server 1 via a network N such as the Internet. In the following description, the smartphone 2A and the PC 2B are collectively referred to as the information processing terminal 2. As the information processing terminal 2, for example, a dedicated game terminal may be used. The game server 1 and the information processing terminal 2 are both examples of a game device according to an embodiment.
[0025] The game server 1 is an example of a first information processing device that constitutes the game system 10. The game server 1 manages a game program and data, and distributes the game program and data to the information processing terminal 2 based on a data acquisition request from the authenticated information processing terminal 2.
[0026] The information processing terminal 2 processes the game programs and data received from the game server 1. Then, the program according to the present embodiment controls the display forms such as text and images displayed on the output device 27 (an example of a display unit) in accordance with the progress of the game according to an instruction input via the input device 26 (an example of an input unit).
[0027] In the smartphone 2A, a touch panel display device in which the input device 26 and the output device 27 are integrated is used. The smartphone 2A may be a tablet terminal. Also, in the PC 2B, the input device 26 and the output device 27 are separate. Note that the PC 2B may be configured as a desktop PC with the input device 26 and the output device 27 separately connected to the desktop PC.
[0028] The information processing terminal 2 is an example of a second information processing device that constitutes the game system 10. The information processing terminal 2 can store data including the program that is the basis of the game downloaded from the game server 1 in the storage device 22 shown in FIG. 2 described later.
[0029] Note that the information processing terminal 2 can also read data including the program that is the basis of the game from a memory, an optical disk, etc. Then, the game is expressed by the information processing terminal 2 executing the program read from the storage device 22. Also, when the processing result of the game processed by the game server 1 is distributed to the information processing terminal 2, the information processing terminal 2 can, for example, display the processing result using an Internet browser or allow the player to advance the game.
[0030] The information processing terminal 2 selects a program based on an operation signal input from the input device 26 according to an operation performed by the player, and outputs a video signal adapted to the screen of the output device 27 to the output device 27. The output device 27 displays a video based on the video signal. The operation signal input from the input device 26 is, for example, a signal corresponding to each operation stick or operation button of the controller. The player can input an instruction or operate a character through the input device 26.
[0031] The information processing terminal 2 stores the game data downloaded from the game server 1 in the storage device 22 shown in FIG. 2 described later. Further, the information processing terminal 2 performs processes such as reading game data from the storage device 22 and executing a program, drawing a screen according to an operation signal input from the input device 26, and displaying a screen by the output device 27. For example, when the player operates through the input device 26, the information processing terminal 2 displays on the output device 27 a screen on which various scenes including a character are drawn.
[0032] As operations on the character input from the input device 26, there are various command inputs such as responses to conversations uttered by the character and instructions for the character. Further, as an example of an operation performed from the input device 26, there is also a tap operation of touching the screen of the output device 27 with a finger or a pen. The operations performed by the input device 26 change the character and scene displayed on the output device 27.
[0033] <Hardware Configuration Example of Game System> Next, a hardware configuration example of the game system 10 according to an embodiment will be described. FIG. 2 is a block diagram showing a hardware configuration example of the game system 10.
[0034] (Configuration Example of Game Server) The game server 1 is an example of a computer that operates as a computer capable of executing various programs. This game server 1 includes a processing device 11, a storage device 12, and a network interface 14 that are respectively connected to a bus 13.
[0035] The processing device 11 is composed of, for example, at least one of a CPU (Central Processing Unit), an MPU (Microprocessor Unit), a GPU (Graphics Processing Unit), and an FPGA (Field Programmable Gate Array). The processing device 11 reads the program code of software that realizes each function according to the present embodiment from the storage device 12, loads it into a temporary storage unit (not shown) provided in the storage device 12, and executes the program code. The processing device 11 performs, for example, arithmetic processing of a game or processing necessary for drawing an object on the screen of the information processing terminal 2.
[0036] The storage device 12 is composed of, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory). For the ROM, an optical disk, a magneto-optical disk, a DVD (Digital Versatile Disc)-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, etc. are used. For the RAM, an SRAM (Static Random Access Memory), a DRAM (Dynamic Random Access Memory), etc. are used. Variables, parameters, etc. that occur during the arithmetic processing of the processing device 11 are temporarily written into the storage device 12, and these variables, parameters, etc. are appropriately read by the processing device 11.
[0037] Further, the storage device 12 is constituted by at least one of, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), and a flash memory. The storage device 12 stores the OS (Operating System) of the game server 1, various parameters, and a program for operating the game server 1. As described above, the storage device 12 stores programs, data, etc. necessary for the operation of the processing device 11, and is used as an example of a computer-readable non-transitory storage medium storing the programs executed by the game server 1.
[0038] For the network interface 14, for example, a NIC (Network Interface Card) or the like is used. The network interface 14 can transmit and receive various data to and from the information processing terminal 2 via a dedicated line or the like connected to the terminals of the NIC via the network N.
[0039] (Configuration example of information processing terminal) The information processing terminal 2 is an example of a computer that operates as a computer capable of executing various programs. The information processing terminal 2 includes a processing device 21, a storage device 22, and a network interface 24 that are respectively connected to a bus 23.
[0040] The processing device 21 is constituted by, for example, at least one of a CPU, an MPU, a GPU, and an FPGA. The processing device 21 reads out the program code of software that realizes each function according to the present embodiment from the storage device 22, loads it into a temporary storage unit (not shown) provided in the storage device 22, and executes the program code. The processing device 21 performs, for example, arithmetic processing of a game or processing necessary for drawing an object on the screen of the information processing terminal 2. Further, the processing device 21 performs processing such as processing of the OS of the information processing terminal 2 and management of data input / output performed in each part within the information processing terminal 2. Further, when handling information related to a game, the processing device 21 can output, through the input / output interface 25, not only an image signal but also an audio signal, an operation signal of an actuator, etc. to the output device 27.
[0041] The storage device 22 is constituted by, for example, a ROM and a RAM. For the ROM, an optical disk, a magneto-optical disk, a DVD-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, etc. are used. For the RAM, an SRAM, a DRAM, etc. are used. Variables, parameters, etc. generated during the arithmetic processing of the processing device 21 are temporarily written into the storage device 22, and these variables, parameters, etc. are appropriately read out by the processing device 21. Further, the processing device 11 performs, for example, processing necessary for drawing a two-dimensional object or a three-dimensional object that constitutes a character or a background on the screen of the output device 27.
[0042] Further, the storage device 22 is constituted by, for example, at least one of an HDD, an SSD, and a flash memory. The storage device 22 stores the OS of the information processing terminal 2, various parameters, a program for operating the information processing terminal 2, a game program, etc. As described above, the storage device 22 stores a program, data, etc. necessary for the operation of the processing device 21, and is used as an example of a computer-readable non-transitory storage medium storing a program executed by the information processing terminal 2.
[0043] For the network interface 24, for example, a NIC or the like is used. The network interface 24 can transmit and receive various data to and from the game server 1 via a dedicated line or the like connected to the terminals of the NIC through the network N, or can communicate with other information processing terminals 2.
[0044] The input / output interface 25 converts the operation signal received from the input device 26 into data in a predetermined format and passes the converted data to the processing device 21. Further, the input / output interface 25 converts the data of the screen drawn by the processing device 21 into a video signal and outputs it to the output device 27.
[0045] The input device 26 is a device that receives input instructions or various information from the player. As the input device 26, for example, there is a pointing device capable of inputting coordinate information of a position designated by the player. This pointing device is a mouse, a touch panel device, or the like. The touch panel device is configured by combining the input device 26 and the output device 27. Further, the input device 26 may be a game controller, a keyboard, a microphone, a GPS (Global Positioning System) device, or various sensors. As various sensors, for example, an acceleration sensor (a six-axis sensor, a gyro sensor, etc.), an optical sensor (a camera, etc.), a pressure sensor (a pressure-sensitive touch sensor, etc.), a barometric pressure sensor, etc. are assumed.
[0046] The output device 27 is a device that outputs the information processed by the processing device 21. As the output device 27, for example, there are a display device (a display device, a touch panel device, etc.), an audio device (a speaker, headphones, etc.), an actuator (a vibration device, a tactile feedback, etc.), etc. When the output device 27 is a display device, an image based on the video signal received from the input / output interface 25 is displayed on the display device. When the output device 27 is an audio device, sounds such as BGM (Back Ground Music), sound effects, and character voices are emitted. When the output device 27 is an actuator, it vibrates according to the scene of the game or tactile feedback is provided.
[0047] <Functional Configuration Example of Game System> Next, a functional configuration example of the game system 10 will be described with reference to FIG. 3. FIG. 3 is a block diagram showing a functional configuration example of the game system 10. In FIG. 3, the description of the communication network N is omitted.
[0048] (Functional Configuration Example of Game Server) The game server 1 includes a communication unit 31, a game management unit 32, and a storage unit 33.
[0049] The communication unit 31 controls communication with the information processing terminal 2. For example, when the communication unit 31 receives a data acquisition request or the like transmitted from the information processing terminal 2, it outputs the data acquisition request to the game management unit 32, and transmits the game data processed by the game management unit 32 to the information processing terminal 2. The functions of the communication unit 31 are realized by the processing device 11 and the network interface 14 shown in FIG. 2.
[0050] Based on the data acquisition request input from the communication unit 31, the game management unit 32 selects and reads out the game data used in the information processing terminal 2 from the storage unit 33. Then, the game management unit 32 outputs the read game data to the communication unit 31. Note that the game management unit 32 can also output the data of the processing result to the communication unit 31 after performing processing based on the read game data. The functions of the game management unit 32 are realized by the processing device 11 and the storage device 12 shown in FIG. 2.
[0051] The storage unit 33 stores game data. The functions of the storage unit 33 are realized by the storage device 12 shown in FIG. 2. In addition, the storage unit 33 also stores data of players who play the game. The player data is used for player authentication processing and the like.
[0052] (Functional Configuration Example of Information Processing Terminal) The information processing terminal 2 includes a communication unit 41, an input unit 42, an input reception unit 43, a management parameter variation unit 44, a basic parameter variation unit 45, a drawing unit 46, an image output unit 47, an output unit 48, and a storage unit 49.
[0053] The communication unit 41 transmits, as a data acquisition request, data and the like that the game the player plays requests to acquire, to the game server 1. Then, the communication unit 41 writes the game data distributed from the game server 1 to the storage unit 49. The functions of the communication unit 41 are realized by the processing device 21 and the network interface 24 shown in FIG. 2.
[0054] The input unit 42 outputs an operation signal generated based on the operation input by the player to the input reception unit 43. The operation input by the player is, for example, an operation using a game controller which is an example of the input device 26. The player can input an instruction to start a battle by operating the ally character displayed on the output unit 48 by pressing the operation button of the game controller to encounter an enemy character. The functions of the input unit 42 are realized by the input device 26 shown in FIG. 2. Note that the operations input by the player also include an operation of tapping the screen of the input device 26, an operation of designating a specific icon in the screen using the input device 26, and the like. The player can perform the same operations as those of the game controller by tapping or clicking the screen of the information processing terminal 2.
[0055] The following two scenarios are assumed as the scenarios where the ally character encounters the enemy character. (Scenario 1) The timing when the ally character moves to the battle field In the game according to this embodiment, a battle field where the ally character only engages in battles with enemy characters is provided. In the battle field, free actions such as an ally character being able to talk to other characters, which are possible in the normal field, are restricted. For this reason, a battle with the enemy character starts at the timing when the ally character moves from the normal field where free movement is possible to the battle field. Therefore, the timing when the ally character moves to the battle field becomes the timing of the start of the encounter.
[0056] (Scene 2) The timing when an ally character encounters an enemy character while moving on a game field other than the battle field In the game according to this embodiment, unlike the battle field described in the explanation of Scene 1, a battle may start when an ally character approaches an enemy character while moving on the game field. In this case, the timing when the ally character encounters the enemy character while moving on the game field is the timing of the start of the encounter.
[0057] The input reception unit 43 receives an operation signal from the input unit 42. The input reception unit 43 receives, as an operation signal, for example, an instruction to operate an ally character from the input unit 42. The function of the input reception unit 43 is realized by the input / output interface 25 shown in FIG. 2.
[0058] The management parameter variation unit 44 varies the resistance gauge according to the type of the special effect state in which an object that has received a special effect changes from the normal state according to a predetermined condition. In the following explanation, the object is described by substituting the enemy character, but the object may be an ally character, some device, or the like. The normal state is a state in which no special effect is occurring on the enemy character, and the special effect state is a state in which a special effect is occurring on the enemy character. The resistance gauge is used to determine the effect time of the special effect. For this reason, the maximum value of the resistance gauge is also called the effect time magnification factor. The effect time magnification factor is variable between the minimum value and the maximum value. Since the maximum value of the resistance gauge is set to be larger than the minimum value, the maximum value of the resistance gauge does not become less than or equal to the minimum value. Note that since the resistance gauge is an internal parameter used in the game program, it is not displayed on the screen of the information processing terminal 2.
[0059] The management parameter variation unit 44 varies the resistance gauge from the maximum value (an example of the first threshold value) to the minimum value (an example of the second threshold value) at the timing when the enemy character changes to the special effect state, and then varies the resistance gauge from the minimum value to the maximum value as the game progresses. In the following description, the change of the enemy character to the special effect state is also referred to as "the occurrence of a special effect". Thus, the management parameters include the maximum value of the resistance gauge, the effect time, the current value, etc. The current value of the resistance gauge is used to calculate the effect time by multiplying it by the basic time. As will be described later, the current value of the resistance gauge may be zero.
[0060] The basic parameter variation unit 45 varies the basic parameters in accordance with the variation of the resistance gauge. The basic parameter variation unit 45 calculates the effect amount that changes based on the special effect state based on the current value of the resistance gauge at the time (or immediately before the change) when the enemy character changes to the special effect state. The effect amount is, for example, the effect time during which the special effect state continues. Alternatively, the effect amount may be the variation amount of the basic parameters due to the special effect state.
[0061] The drawing unit 46 draws the image to be displayed on the output unit 48 based on the operation signal received by the input reception unit 43. The drawn image includes, for example, in addition to text, a two-dimensional image or a three-dimensional image of an object including the player character operated by the player and other characters.
[0062] The image output unit 47 outputs the image drawn by the drawing unit 46 to the output unit 48. The function of the image output unit 47 is realized by the input / output interface 25 shown in FIG. 2.
[0063] The output unit 48 displays the image output by the image output unit 47. The function of the output unit 48 is realized by the output device 27 shown in FIG. 2.
[0064] The storage unit 49 stores the game data (game program, etc.) received by the communication unit 41 from the game server 1. The function of the storage unit 49 is realized by the storage device 22 shown in FIG. 2.
[0065] Next, the basic parameters and special effects will be described. FIG. 4 is a diagram showing a configuration example of a basic parameter table 50 and a special effect table 60.
[0066] The basic parameter table 50 is a table that manages the basic parameters for each enemy character. The basic parameter table 50 includes items for each element that constitutes basic parameters such as character name, HP, MP, attack power, and defense power. In FIG. 4, the basic parameters of the enemy character are described, but the basic parameter table 50 may include the basic parameters of the friendly characters.
[0067] The character name item stores the name or ID of the enemy character. The HP item stores the hit points representing the physical strength of the enemy character. The MP item stores the magic points representing the magic power of the enemy character. The attack power item stores a value representing the attack power of the enemy character. The defense power item stores a value representing the defense power of the enemy character.
[0068] As described above, as special effects in the game, for example, there are debuff effects and buff effects received by enemy characters. When an enemy character receives a debuff effect, its attack power or defense power temporarily decreases, putting it in an unfavorable state. Conversely, when an enemy character receives a buff effect, its attack power or defense power temporarily improves. In the following description, an example where a debuff effect is applied as a special effect will be described, but a buff effect may also be applied as a special effect. Also, the enemy character that has received the debuff effect is in a debuff effect state, but it will be described by reading it as a special effect state.
[0069] The special effect table 60 is a table that manages various special effects applied to enemy characters. The special effect table 60 includes items for each element constituting the special effect, such as the special effect name, maximum value, minimum value, reduction amount, basic time, and recovery amount. In FIG. 5, the debuff special effects stored in the special effect table 60 are described, but the buff special effects may also be stored in the special effect table 60. Also, in FIG. 5, the special effects applied from the friendly characters to the enemy characters are described, but the special effects applied from the enemy characters to the friendly characters may also be included. Also, for each stage provided in the game, individual special effects may be set for characters (so-called boss characters) stronger than other enemy characters.
[0070] The special effect name item stores the name of the special effect. Examples of special effects include paralysis, freezing, slow, attack down, defense down, and burning. Paralysis and freezing are special effects that put the enemy character in a state where it cannot act. Slow is a special effect that reduces the movement speed of the enemy character. Attack down is a special effect that reduces the attack power of the enemy character. Defense down is a special effect that reduces the defense power of the enemy character. Burning is a special effect that reduces the HP of the enemy character at regular intervals.
[0071] Here, special effects such as paralysis, freezing, and slow are called restraint effects that limit the movement of enemy characters. If the restraint effect becomes too strong, it becomes difficult for the enemy character to attack the friendly character, while it tends to result in a one-sided development where the friendly character continues to attack the enemy character. Therefore, when an enemy character receives any of the restraint effects, the resistance gauge for other restraint effects also fluctuates in the same way. By this, not only one restraint effect received by the enemy character but also the resistance of the enemy character to other restraint effects can be increased.
[0072] The maximum value item stores the maximum value of the resistance gauge. The maximum value of the resistance gauge takes a value in the range of 0 to 1.0. The larger the maximum value, the longer the effect time of the special effect that the enemy character receives first.
[0073] The minimum value item stores the minimum value of the resistance gauge. The larger the minimum value, the longer the guaranteed minimum effect time when the enemy character continues to receive the same special effect multiple times. When the minimum value is 0, the special effect is invalidated and the effect time becomes 0.
[0074] The decrease amount item stores the decrease amount of the resistance gauge. The decrease amount is the amount by which the maximum value of the resistance gauge decreases when the enemy character receives a special effect, and it is a fixed value set for each enemy character. The larger the decrease amount, the greater the degree to which the effect time shortens each time the enemy character receives the same special effect. For example, when the maximum value of the resistance gauge is 1.0 and the decrease amount is 0.15, the maximum value decreases to 0.85, so the effect time when receiving the special effect for the second time is 85% of the basic time.
[0075] Note that for some special effects (e.g., Attack DOWN, Defense DOWN), the decrease amount is set to 0. Therefore, during the effect time of the first Defense DOWN, even if the second Defense DOWN occurs continuously, the maximum value of the resistance gauge does not decrease. That is, no matter how many times the enemy character receives Defense DOWN, the effect time does not change.
[0076] The basic time item stores the basic time for which the special effect applied to the enemy character continues. However, the effect time is calculated by multiplying the basic time by the maximum value of the resistance gauge. Therefore, when the maximum value of the resistance gauge decreases, the effect time becomes shorter.
[0077] The recovery amount item stores the recovery amount per unit time until the resistance gauge recovers from the minimum value to the maximum value. The larger the recovery amount, the longer the effect time when the special effect is applied to the enemy character again after the enemy character has received a special effect once and the cooldown has ended.
[0078] Figure 5 is a diagram showing an example of the variation of the resistance gauge. In Figure 5, an example of the resistance gauge set to slow is explained.
[0079] The resistance gauge is an example of a management parameter that manages the effect time for each special effect set for an enemy character. For each enemy character, the resistance gauge is set as many times as the number of effective special effects. For example, if the effective special effects for one enemy character are paralysis and attack down, the resistance gauge is set one by one for paralysis and attack down.
[0080] (1) Initial value of the resistance gauge The resistance gauge can take values in the range from a minimum value of 0.00 to a maximum value of 1.00. Also, the minimum and maximum values of the resistance gauge set for each enemy character are variable between 0.00 and 1.00. The resistance gauge shown in Figure 5 has a minimum value of 0.40 and a maximum value of 1.00.
[0081] (2) Current value of the resistance gauge immediately after receiving a special effect When an enemy character receives a special effect, the number of seconds obtained by multiplying the current value of the resistance gauge by the basic time set for each enemy character is applied to the enemy character as the effect time. Here, since the current value of the resistance gauge is the maximum value of 1.00 shown in (1), the effect time is the same as the basic time.
[0082] When an enemy character receives a special effect, the management parameter variation unit 44 immediately resets the resistance gauge to the minimum value. For example, the resistance gauge shown in Figure 5 is reset to the minimum value of 0.40. When the special effect ends, the maximum value of the resistance gauge decreases by a certain amount. For example, the maximum value of the resistance gauge varies from the original value of 1.00 to 0.85, which is obtained by subtracting 0.15, the value obtained by multiplying the decrease amount 0.15 by the number of special effect occurrences 1 time.
[0083] (3) Recovery of the resistance gauge The resistance gauge reset to the minimum value recovers at a constant speed after the cooldown period. The cooldown period is an example of a non-varying time during which the gauge does not fluctuate from the minimum value to the maximum value after the enemy character changes to a special effect state. The cooldown period is a fixed value, and during the cooldown period, the resistance gauge does not recover. The cooldown period is set for each enemy character or each special effect.
[0084] (4) Current value of the resistance gauge after receiving the same special effect multiple times When an enemy character receives the same special effect multiple times, the maximum value of the resistance gauge decreases to the minimum value. Thereafter, the resistance gauge does not recover, and the effect time is fixed.
[0085] Note that if the current value of the resistance gauge is 0, the effect time is 0, so the enemy character is not affected by the special effect. That is, the special effect received by the enemy character is completely invalidated. For example, even if a friendly character applies the slow special effect to an enemy character, the enemy character does not enter the slow state.
[0086] Next, the changes in the resistance gauge will be explained with specific examples.
[0087] First, an example of the basic change in the resistance gauge will be explained with reference to FIGS. 6 and 7. FIG. 6 is a time table showing the changes in each parameter from the occurrence of the special effect to the recovery of the resistance gauge. The cooldown period is 5 seconds, and the effect time is assumed to be longer than 3 seconds, which is the basic time associated with, for example, slow.
[0088] The time table shown in FIG. 6 has columns for No., scene, state, effect time [seconds], counter, maximum value of the resistance gauge, and current value of the resistance gauge. The No. column stores a serial number indicating the order of the scenes. However, when referring to a period such as the cooldown period, the order may be reversed. The scene items store scenes showing parameter changes after encountering an enemy character. The scenes will be described below by associating the numerical value of the No item in the time table with the numerical value of the No item attached to the time chart showing the fluctuation of the resistance gauge. The effect time item stores the effect time calculated when a special effect occurs.
[0089] The counter item stores the value of the special effect applied counter to which 1 is added at the end of the special effect, that is, at the end of the effect time. The special effect applied counter stores the value obtained by counting the number of times the enemy character has changed to the special effect state, which represents the number of special effects. The number of special effects is used to calculate the maximum value of the resistance gauge. However, if the same special effect occurs again before the effect time of a certain special effect ends, the effect time is extended and the special effect applied counter is not added. In this case, the special effect applied counter is added at the timing when the effect time of the special effect that occurred again ends.
[0090] The resistance gauge maximum value item stores the maximum value of the resistance gauge. The resistance gauge current value item stores the current value of the resistance gauge.
[0091] Figure 7 is a diagram showing the fluctuation of the resistance gauge. The resistance gauge is shown by a thick solid line in the figure. In the following description, the fluctuation of the resistance gauge will be described in association with the order of the scenes in the time table shown in Figure 6.
[0092] (1) Immediately after encountering an enemy Immediately after encountering an enemy, the enemy character is in the normal state. Also, since the enemy character has not received a special effect, the effect time is 0 seconds and the special effect applied counter is 0 times. Also, the maximum value of the resistance gauge is 1.0 and the current value of the resistance gauge is 1.0.
[0093] (2) A special effect occurs Special effects are generated on the enemy character by the attack of the ally character or the like. At this time, every 3.0 seconds of the basic time, the maximum value of the resistance gauge, which is 1.0, is multiplied, and the effect time is calculated to be 3.0 seconds. Since the maximum value of the resistance gauge, which is 1.0, is multiplied in the calculation of the effect time in this way, in the figure, the maximum value of the resistance gauge is also denoted as the "effect time multiplier". When a special effect occurs, the resistance gauge is reset to the minimum value, so the current value becomes 0.4. Also, the enemy character changes from the normal state to the special effect state.
[0094] (3) During cooldown During the cooldown, the special effect state remains, and the effect time remains unchanged at 3.0 seconds. The maximum value of the resistance gauge, which is 1.0, and the current value of 0.4 also remain unchanged.
[0095] (4) End of special effect When the effect time ends, the special effect ends. Therefore, the enemy character returns to the normal state, and 1 is added to the special effect applied counter. When the enemy character changes to the special effect state, the management parameter variation unit 44 subtracts the value obtained by multiplying the number of special effects by the specified decrease amount from the initially set maximum value. By this process, the maximum value of the resistance gauge is updated. For example, the management parameter variation unit 44 subtracts 0.15, which is the value obtained by multiplying the decrease amount of 0.15 by the number of special effects, which is 1, from the original maximum value of 1.0, and calculates the maximum value of the resistance gauge to be 0.85. Note that the current value of the resistance gauge, which is 0.4, remains unchanged.
[0096] (5) End of cooldown Triggered by the end of the cooldown, the current value of the resistance gauge begins to recover from the minimum value towards the maximum value. Then, the current value of the resistance gauge recovers according to the specified automatic recovery amount per frame. As the resistance gauge recovers, the current value becomes greater than 0.4. Therefore, in the time table, the current value of the resistance gauge is marked as "recovering".
[0097] (6) End of gauge recovery The end of the recovery of the resistance gauge means that the current value of the resistance gauge has recovered to the maximum value. Therefore, the current value when the resistance gauge finishes recovering is the same as the maximum value, which is 0.85.
[0098] Next, with reference to FIGS. 8 and 9, an example of the variation of the resistance gauge when the same special effect occurs again during the recovery of the resistance gauge will be described. FIG. 8 is a time table showing the state of change of each parameter when the same special effect occurs again during the recovery of the resistance gauge. The configuration of the time table is the same as the time table shown in FIG. 6. The cool-down time is 5 seconds, and the effect time, that is, longer than the basic time of 3 seconds, is assumed. FIG. 9 is a diagram showing the state of variation of the resistance gauge.
[0099] (1) to (5) shown in the time table of FIG. 8 are the same as the time table of FIG. 6, so detailed description will be omitted.
[0100] (6) Reoccurrence of special effect After the cool-down time ends, when the enemy character receives the same special effect during the recovery of the resistance gauge, the special effect reoccurs. Assume that the current value of the resistance gauge has recovered to 0.5 at the time when the special effect reoccurs. Due to receiving the special effect, the enemy character changes from the normal state to the special effect state. In this way, when the enemy character receives the special effect again after the special effect state ends, the management parameter variation unit 44 updates the effect time by multiplying the basic time set initially by the current value of the resistance gauge at the time when the enemy character changes to the special effect state. For example, the management parameter variation unit 44 calculates the effect time as 1.5 seconds by multiplying the current value of the resistance gauge, which is 0.5, by the basic time of 3 seconds. The management parameter variation unit 44 resets the current value of the resistance gauge to 0.4. The maximum value of the resistance gauge, 0.85, remains unchanged.
[0101] (7) During cool-down During the cooldown time, it remains in the special effect state, and the effect time remains unchanged at 1.5 seconds. The maximum value of the resistance gauge, 0.85, and the current value, 0.4, also remain unchanged.
[0102] (8) Special effect ends When the effect time ends, the special effect ends. Therefore, the enemy character returns to the normal state. The management parameter variation unit 44 increments the special effect applied counter by 1 to make the value 2. Also, the management parameter variation unit 44 calculates the maximum value of the resistance gauge as 0.7 by subtracting a certain decrease amount of 0.15 from 0.85 before receiving the special effect. That is, the management parameter variation unit 44 subtracts the value obtained by multiplying the decrease amount of 0.15 by the number of special effect times, 2, from the original maximum value of 1.0 to calculate the maximum value of the resistance gauge as 0.7. The current value of the resistance gauge, 0.4, remains unchanged.
[0103] (9) Cooldown ends Triggered by the end of the cooldown time, the current value starts to recover towards the maximum value. Then, the current value of the resistance gauge recovers according to the specified automatic recovery amount per frame.
[0104] (10) Gauge recovery ends The end of the recovery of the resistance gauge means that the current value of the resistance gauge recovers to the maximum value. Therefore, the current value when the resistance gauge has finished recovering is the same as the maximum value, 0.7.
[0105] Note that even if the enemy character receives the same special effect again during the cooldown time after shifting to the cooldown time after receiving a certain special effect, the current value of the resistance gauge remains at the minimum value of 0.4. However, various patterns are assumed for the content of the special effect and the effect time according to the game specifications.
[0106] (Pattern 1) The content of the special effect remains unchanged, but the effect time is extended. Similar to FIG. 13 described later, the effect time is extended by the special effect received by the enemy character again.
[0107] (Pattern 2) Special effects are stacked and the effect duration is extended. For example, assume there is a special effect of Defense Down that reduces the enemy character's defense by 30. After the first Defense Down special effect reduces the enemy character's defense by 30, if the enemy character receives the same Defense Down special effect again, the enemy character's defense will be further reduced by 30. That is, the enemy character's defense is reduced by 60 from the initial value. Also, in Pattern 2, the effect duration of the special effect is extended.
[0108] (Pattern 3) The content of the special effect remains the same and the effect duration is not extended. In Pattern 3, even if the enemy character receives the Defense Down special effect described in Pattern 2 twice, the enemy character's defense remains reduced by 30 from the initial value. Also, since the effect duration is not extended, when the initial effect duration ends, the special effect also ends.
[0109] Next, an example of the variation of the resistance gauge with an invalidation time will be described with reference to FIGS. 10 and 11.
[0110] In the game according to this embodiment, for example, when the enemy character is a boss character, in order to prevent the enemy character from being frozen or paralyzed immediately after the start of the battle and becoming unable to fight, resistance is given in the initial state. Therefore, an invalidation time is provided to invalidate the special effect for a certain period immediately after the start of the battle without receiving the special effect.
[0111] FIG. 10 is a time table showing the state of change of each parameter when an invalidation time is provided in the resistance gauge. FIG. 11 is a diagram showing the state of change of the resistance gauge.
[0112] (1) Immediately after encountering the enemy Immediately after encountering an enemy, the enemy character is in its normal state. The management parameter variation section 44 sets the current value of the resistance gauge to 0 at the invalidation time that invalidates the change to the special effect state. Since the enemy character has not received a special effect, the effect time is 0 seconds and the special effect application counter is 0 times. Also, the maximum value of the resistance gauge is 1.0.
[0113] (2) During the invalidation time During the invalidation time, even if the enemy character receives a special effect, the effect time is calculated as 0 by multiplying the current value 0 by the basic time. That is, since the special effect is invalidated, the enemy character remains in its normal state.
[0114] (3) End of the invalidation time The management parameter variation section 44 resets the current value of the resistance gauge from 0 to the minimum value 0.4 using the end of the invalidation time as a trigger. Then, after the invalidation time has elapsed, the management parameter variation section 44 varies and recovers the resistance gauge from the minimum value towards the maximum value. The current value of the resistance gauge recovers according to the specified automatic recovery amount per frame.
[0115] (4) End of gauge recovery When the recovery of the resistance gauge is completed, the current value of the resistance gauge becomes the maximum value 1.0. Thereafter, it is the same as No. (2) and subsequent ones that show the change of parameters from after the special effect occurs to the recovery of the resistance gauge, as described with reference to FIGS. 6 and 7.
[0116] Next, with reference to FIGS. 12 and 13, an example of the variation of the resistance gauge when a new special effect overwrites the ongoing special effect after the recovery of the resistance gauge will be described. Here, the fire outbreak in the special effect table 60 of FIG. 4 will be described. Extending the effect time is also called the special effect being overwritten.
[0117] Figure 12 is a time table showing how each parameter changes when overwriting a special effect. The cool-down time is 0.5 seconds. As shown in Figure 4, the effect time is shorter than 10 seconds, which is the basic time associated with, for example, the flare-up, and the decrease amount of the maximum value is 0.05. Figure 13 is a diagram showing how the resistance gauge fluctuates.
[0118] (1) Immediately after encountering an enemy Immediately after encountering an enemy, the enemy character is in its normal state. Also, since the enemy character has not received a special effect, the effect time is 0 seconds and the special effect application counter is 0 times. Also, the maximum value of the resistance gauge is 1.0 and the current value of the resistance gauge is 1.0.
[0119] (2) A special effect occurs A special effect occurs due to an attack by a friendly character or the like. At this time, multiplying the basic time of 10 seconds by the maximum value of the resistance gauge of 1.0, the effect time is calculated to be 10 seconds. Since the resistance gauge is reset to the minimum value, the current value becomes 0.7.
[0120] (3) During cool-down During the cool-down, the special effect state remains, and the effect time remains unchanged at 10 seconds. The maximum value of the resistance gauge of 1.0 and the current value of 0.7 also do not change.
[0121] (4) Cool-down ends Triggered by the end of the cool-down, the current value begins to recover, and the current value of the resistance gauge recovers according to the specified automatic recovery amount per frame. As the resistance gauge recovers, the current value becomes greater than 0.7. Therefore, in the time table, the current value of the resistance gauge is marked as "recovering".
[0122] (5) Gauge recovery ends The current value when the resistance gauge has finished recovering is the same as the maximum value, which is 1.0. At this point, the special effect has not ended.
[0123] (6) The special effect occurs again Before the first special effect ends, the special effect re - occurs on the enemy character due to the attack of an ally character or the like. In this way, the basic parameter variation part 45 extends the effect time while maintaining the maximum value of the resistance gauge when the enemy character receives the same special effect again before the special effect state ends. The extended effect time is calculated as 10 seconds, which is obtained by multiplying the basic time of 10 seconds by the maximum value of the resistance gauge of 1.0.
[0124] Also, when the effect time is extended by overwriting the special effect, the effect time is calculated based on the maximum value of the resistance gauge (effect time magnification) at the timing when the special effect before overwriting occurred. For this reason, even if the special effect re - occurs, the maximum value of the resistance gauge does not decrease and remains unchanged at 1.0. Also, since the resistance gauge is not reset to the minimum value, the current value remains at 1.0.
[0125] (7) Special effect overwrite During the effect time of the overwritten special effect, the special effect continues. As described above, the effect time is 10 seconds. Also, during the effect time, the enemy character remains in the special effect state. The maximum value of the resistance gauge 1.0 and the current value 1.0 do not change.
[0126] (8) Special effect end When the effect time ends, the special effect ends. For this reason, the enemy character returns to the normal state. Also, 1 is added to the special effect application counter. The management parameter variation part 44 calculates the maximum value of the resistance gauge as 0.95 by subtracting 0.05, which is obtained by multiplying the reduction amount of 0.05 by 1 of the special effect count, from the original maximum value of 1.0. The current value of the resistance gauge 1.0 does not change.
[0127] (9) Special effect re - occurrence When the enemy character is in the normal state, the special effect re - occurs due to the attack of an ally character or the like. At this time, the second special effect has ended. For this reason, the effect time is calculated as 9.5 seconds by multiplying the basic time of 10 seconds by the maximum value of the resistance gauge of 0.95. Since the resistance gauge is reset to the minimum value, the current value becomes 0.7.
[0128] (10) During the cool-down period During the cool-down period, it remains in the special effect state, and the effect time remains unchanged at 9.5 seconds. The maximum value of the resistance gauge, 0.95, and the current value, 0.7, also remain unchanged.
[0129] (11) Cool-down period ends Triggered by the end of the cool-down period, the current value begins to recover, and the current value of the resistance gauge recovers according to the specified automatic recovery amount per frame. As the resistance gauge recovers, the current value becomes greater than 0.7. Therefore, in the time table, the current value of the resistance gauge is marked as "recovering".
[0130] (12) Gauge recovery ends The current value when the resistance gauge finishes recovering is the same as the maximum value, 0.95.
[0131] (13) Special effect ends When the effect time ends, the special effect ends. Therefore, the enemy character returns to the normal state. The management parameter variation unit 44 adds 1 to the special effect applied counter to make the value 2. Also, the management parameter variation unit 44 calculates the maximum value of the resistance gauge as 0.9 by subtracting a certain reduction amount of 0.05 from the previous 0.95 before receiving the special effect. That is, from the original maximum value of 1.0, subtract the value 0.1 obtained by multiplying the reduction amount 0.05 by the special effect count "2" to calculate the maximum value of the resistance gauge as 0.9. The current value of the resistance gauge, 0.95, remains unchanged.
[0132] [Example of processing by the information processing terminal] Next, an example of the variation processing of the basic parameters and management parameters by the information processing terminal 2 will be described with reference to FIGS. 14 to 16.
[0133] FIG. 14 is a flowchart showing an example of the first half of the basic parameter variation processing. FIG. 15 is a flowchart showing an example of the second half of the basic parameter variation processing.
[0134] First, when an ally character encounters an enemy character (S1), this process starts. The basic parameter variation unit 45 determines whether a special effect has been applied to the enemy character (S2). If no special effect has been applied to the enemy character, the basic parameter variation unit 45 transitions to step S11 in FIG. 15 connected by identifier A.
[0135] If a special effect has been applied to the enemy character (YES in S2), the basic parameter variation unit 45 determines whether the same special effect as the special effect applied in step S2 is occurring (S3). If the same special effect is occurring (YES in S3), the basic parameter variation unit 45 adds the effect time (S4) and transitions to step S11.
[0136] If the same special effect is not occurring (NO in S3), the basic parameter variation unit 45 transitions to the management parameter variation process shown in FIG. 16 (S5). When the management parameter variation process in step S5 ends, the basic parameter variation unit 45 starts the cool-down time (S6).
[0137] Next, the basic parameter variation unit 45 determines whether the cool-down time has ended (S7). During the cool-down time, the resistance gauge remains at the minimum value, and if the cool-down time has not ended (NO in S7), the determination in step S7 is repeated. When the cool-down time ends (YES in S7), the basic parameter variation unit 45 varies the current value of the resistance gauge from the minimum value towards the maximum value (S8) and returns the process to step S2.
[0138] Also, a special effect occurs simultaneously with the start of the cool time in step S6. Due to the occurrence of the special effect, the enemy character changes from the normal state to the special effect state (S9). The basic parameter variation unit 45 varies the basic parameters when the enemy character changes to the special effect variation state (S10). For example, if the special effect is paralysis, the speed, which is one of the basic parameters of the enemy character, becomes 0, etc., causing the movement of the enemy character to stop. After step S10, the basic parameter variation unit 45 transitions to step S11 in FIG. 15 connected by the identifier B.
[0139] Next, the basic parameter variation unit 45 determines whether the effect time has ended (S11). If the effect time has not ended (NO in S11), it transitions to step S16. If the effect time has ended (YES in S11), the enemy character changes from the special effect state to the normal state (S12). Therefore, the basic parameter variation unit 45 resets the basic parameters of the enemy character (S13) and adds 1 to the special effect applied counter (S14). By returning from the special effect state to the normal state, the basic parameters of the enemy character are reset, and the enemy character returns to its original state before the special effect was applied. For example, if the enemy character has the slow special effect, the slow effect disappears, and the enemy character can move at its original speed. Also, when the special effect of the enemy character's defense down disappears, it returns to its original defense.
[0140] After 1 is added to the special effect applied counter in step S14, the management parameter variation unit 44 decreases the maximum value of the resistance gauge (S24). The maximum value of the resistance gauge is calculated by the following calculation formula (1).
[0141] Current maximum value of the resistance gauge = Initial maximum value of the resistance gauge - Special effect applied counter value × Maximum value reduction amount …(1)
[0142] Next, the basic parameter variation unit 45 determines whether or not the encounter with the enemy continues (S16). If the encounter with the enemy continues (YES in S16), the process transitions to step S2 in FIG. 14 connected by the identifier D. If the encounter with the enemy does not continue (NO in S16), the basic parameter variation unit 45 determines whether or not the battle has ended (S17).
[0143] If the battle has ended (YES in S17) because the friendly character has won or lost against the enemy character, the basic parameter variation unit 45 resets the basic parameters of the enemy character, and the management parameter variation unit 44 resets the management parameters of the enemy character (S18), and this process ends.
[0144] On the other hand, if the battle has not ended (NO in S17), for example, when the friendly character escapes from the enemy character, this process ends. In this case, since the basic parameters and management parameters of the enemy character are not reset, if the friendly character encounters the enemy character again, the battle resumes in the state before the friendly character escaped. Note that the basic parameters and management parameters of the enemy character may be reset after a certain period of time has elapsed.
[0145] FIG. 16 is a flowchart showing an example of the management parameter variation process.
[0146] First, the management parameter variation unit 44 determines whether or not the current value of the resistance gauge is 0 (S21). If the current value of the resistance gauge is 0 (YES in S21), the current time corresponds to the invalidation time shown in FIG. 11. Therefore, the management parameter variation unit 44 determines whether or not the invalidation time has ended (S22).
[0147] If the invalidation time has not ended (NO in S22), the management parameter variation unit 44 transitions to step S16 in FIG. 15, which is connected by identifier C. On the other hand, if the invalidation time has ended (YES in S22), the management parameter variation unit 44 resets the current value of the resistance gauge from 0 to the minimum value (e.g., 0.4), and varies it from the minimum value toward the maximum value (S23). The process of resetting the current value from 0 to the minimum value is performed only immediately after the invalidation time has ended, and thereafter, only the process of varying the current value of the resistance gauge from the minimum value toward the maximum value is performed. After step S23, the management parameter variation unit 44 transitions to step S16 in FIG. 15, which is connected by identifier C.
[0148] If the current value of the resistance gauge is not 0 in step S21 (NO in S21), the management parameter varying unit 44 calculates the effect duration (S24). The effect duration is calculated by multiplying the base time by the current value of the resistance gauge using the following formula (2).
[0149] Effect duration = Base time × Current value of resistance gauge … (2)
[0150] Next, the management parameter variation unit 44 varies the current value of the resistance gauge to the minimum value (S25). Next, the management parameter variation unit 44 determines whether there is another resistance gauge linked to the resistance gauge whose current value has been varied (S26). The management parameter variation unit 44 associates one or more other special effect states with a specific special effect state, and varies the other resistance gauges corresponding to the other special effect states in accordance with the variation of one resistance gauge corresponding to the specific special effect state. For this reason, when varying the resistance gauge of one of the restraint effects (slow) shown in the special effect table 60 of FIG. 4, for example, the management parameter variation unit 44 determines to vary the resistance gauges of other restraint effects (paralysis, freezing) in the same manner as the resistance gauge of slow.
[0151] When there is no other linked resistance gauge (NO in S26), the management parameter variation unit 44 returns to the process of step S6 in FIG. 14. When there is another linked resistance gauge (YES in S26), the management parameter variation unit 44 decreases the maximum value of the linked resistance gauge (S27). For example, when the management parameter variation unit 44 decreases the maximum value of the slow resistance gauge to 0.85, the maximum value of the resistance gauges for other restraint system effects (paralysis, freezing) also decreases to 0.85. Next, the management parameter variation unit 44 varies the current value of the linked resistance gauge to the minimum value (S28) and returns to the process of step S6 in FIG. 14. After that, the current value of the linked resistance gauge changes in the same manner as the current value of the resistance gauge that was the basis for the determination in step S26.
[0152] In the program that provides the game according to the above-described embodiment, a resistance gauge is provided as a parameter for managing the special effects applied to the enemy characters. The effect time of the special effects generated on the enemy characters is managed by the resistance gauge. When a special effect occurs on the enemy character, the number of seconds obtained by multiplying the current value of the resistance gauge by the initially set basic time is applied to the enemy character as the effect time. Since the effect time changes according to the player's operation, the player has to consider what operations are effective to lengthen the effect time, which increases the interest compared to the conventional games where simply generating a special effect is sufficient.
[0153] Also, due to the occurrence of a special effect, the resistance gauge that has once been reset to the minimum value starts to recover towards the maximum value when the cool time ends. However, due to the reduction amount set for each special effect, the maximum value decreases at the time when the special effect occurs. Therefore, even if the same special effect occurs next, the effect time will be shorter than the effect time of the special effect that occurred first. This is the same as the enemy character developing resistance to the special effect, so the player needs to perform various operations such as trying to apply another special effect to the enemy character, which increases the interest of the game.
[0154] In addition, since different resistance gauges are prepared according to the type of special effect, the effect duration can be varied according to the type of special effect. In addition, the initial resistance to special effects and the way in which resistance to special effects increases according to the number of times a special effect has occurred can be controlled for each enemy character by the resistance gauge. Resistance to special effects is calculated by subtracting a value obtained by multiplying the number of times a special effect has been received by the amount of reduction from the initial maximum value of the resistance gauge, and the more times a special effect has been received, the more the maximum value decreases, and the shorter the effect duration becomes.
[0155] In addition, if the enemy character has special properties such as a boss, the resistance gauge is provided with a nullification time for nullifying special effects immediately after the encounter. During the nullification time, special effects given to the enemy character are nullified, so that it is possible to prevent the enemy character from being unable to move immediately after the encounter due to special effects that restrict the enemy character's movement, such as paralysis and freezing.
[0156] Furthermore, if the occurrence of one of the special effects among the restraint effects causes the resistance gauge to change and be reset to its minimum value, the resistance gauges for the other restraint effects will also change and be reset to their minimum values in the same way. Furthermore, the maximum values of each resistance gauge against restraint effects will decrease in accordance with the amount by which the maximum value of one resistance gauge decreases. By linking the changes in the resistance gauges for restraint effects in this way, it is possible to prevent enemy characters from having their movements stopped for long periods of time by various restraint effects.
[0157] [Variations] The resistance gauge according to the above-described embodiment is used for internal processing in a program within the game and is not displayed on the game screen. However, an image showing the recovery status of the resistance gauge may be displayed on the game screen.
[0158] In addition, the occurrence of a special effect may lower the basic parameters of an enemy character by a predetermined ratio. For example, in the case of a defense down effect that lowers the defense of an enemy character, the defense may be lowered by a predetermined ratio.
[0159] FIG. 17 shows how the defense power of an enemy character is decreased by a predetermined ratio due to the occurrence of a special effect. Here, the predetermined ratio is set to 50%, and the value obtained by multiplying the number obtained by subtracting the lower limit value from the current value of the defense power by the predetermined ratio is taken as the amount of decrease from the current value. However, even if the special effect occurs repeatedly, the defense power will not fall below the lower limit value. The following processes are all assumed to be performed by the basic parameter variation unit 45. (1) Before the occurrence of the special effect The initial set value of the defense power of the enemy character is 1000, and the lower limit value is 800. The hatched portion of the bar shown as the defense power in the figure varies due to the occurrence of the special effect. (2) First occurrence of the special effect When the enemy character receives the special effect, the decrease amount of 100 is calculated by multiplying 200, which is obtained by subtracting the lower limit value of 800 from the current value of 1000 before the occurrence of the special effect, by 50%. Then, the decrease amount of 100 is subtracted from the current value of the defense power of 1000. Therefore, the current value of the defense power becomes 900. (3) Second occurrence of the special effect When the enemy character further receives the special effect, the decrease amount of 50 is calculated by multiplying 100, which is obtained by subtracting the lower limit value of 800 from the current value of 900 before the occurrence of the special effect, by 50%. Then, the decrease amount of 50 is subtracted from the current value of the defense power of 900. Therefore, the current value of the defense power becomes 900.
[0160] In addition, for the basic parameters of the enemy character, for example, physical defense power, magic defense power, etc. are also provided. In the above-described embodiment, a resistance gauge that combines the physical defense power and the magic defense power into one defense power is provided. However, different resistance gauges may be provided for different types of defense powers. For example, when a special effect is given to the physical defense power, only the physical defense power may change, and the magic defense power may not be affected by the special effect.
[0161] Also, the resistance gauge according to the above-described embodiment was used to manage the effect time, but it may also be used to manage the success rate of special effects. For example, setting the maximum value of the resistance gauge to 1.0 as 100% success rate and the minimum value to 0 as 0% success rate, if the current value of the resistance gauge is 0.7, a special effect may be applied to the enemy character with a 70% success rate. Here, after the player applies a special effect to the enemy character, for a while, it may be in the cooldown period or the current value of the resistance gauge may be recovering from the minimum value. If special effects are continuously applied to the enemy character, the success rate will decrease, making it difficult to generate special effects on the enemy character. In this case, since the player tries to generate a special effect on the enemy character when the current value of the resistance gauge is high, a monotonous operation of repeatedly applying the special effect many times in a short time is disadvantageous to the player. Therefore, the player's interest in considering effective operation methods increases.
[0162] Also, the current value of the resistance gauge according to the above-described embodiment was used to determine the effect time, but it may also be used to determine the effect amount of the special effect. For example, when the special effect is slow, the speed of the enemy character may be decreased to a value multiplied by the maximum value of the resistance gauge. Also, when the special effect is defense down, the defense of the enemy character may be decreased to a value multiplied by the maximum value of the resistance gauge.
[0163] Also, the minimum value of the resistance gauge according to the above-described embodiment was set to a value greater than 0, but the minimum value may be set to 0. In this case, if the basic time of the special effect applied to the enemy character is 10 seconds, the effect time is calculated as 0 seconds multiplied by 10 seconds, which is 0 seconds. For example, at the timing when the enemy character transforms or the mode changes, the current value of the resistance gauge may be set to 0. In this case, the resistance gauge fluctuates including the invalidation time shown in FIG. 11, and when the invalidation time elapses, the current value of the resistance gauge fluctuates from the minimum value to the maximum value.
[0164] In addition, in the above-described embodiment, in the server-client system, the information processing terminal 2 mainly performs game processing. However, the functional units, programs, and data of the management parameter variation unit 44, the basic parameter variation unit 44, and the drawing unit 46 may be in the game server 1. In this case, the player can also display the game on the information processing terminal 2 using a web browser or the like and play the game. Further, a program and data capable of executing all functions necessary for game processing may be included inside the information processing terminal 2 that is not in communication with the game server 1. In this case, the game system 10 can be configured by only the information processing terminal 2.
[0165] Note that the present invention is not limited to the above-described embodiment, and it goes without saying that various other application examples and modification examples can be taken as long as the gist of the present invention described in the claims is not deviated from. For example, the above-described embodiment specifically and in detail describes the configuration of the system in order to explain the present invention in an easy-to-understand manner, and is not necessarily limited to having all the configurations described. Also, it is possible to add, delete, or replace a part of the configuration of this embodiment with another configuration. In addition, the control lines and information lines show those considered necessary for explanation, and not necessarily all the control lines and information lines are shown on the product. In practice, it may be considered that almost all the components are interconnected.
Explanation of Reference Numerals
[0166] 1... game server, 2... information processing terminal, 10... game system, 44... management parameter variation unit, 45... basic parameter variation unit, 46... drawing unit, 47... image output unit, 48... output unit, 49... storage unit, 50... basic parameter table, 60... special effect table
Claims
1. A program for providing a game in which a basic parameter set for each type of object and a management parameter for varying the basic parameter by varying within a range of a plurality of thresholds are set, a step of varying the management parameter in accordance with a type of special effect state into which the object undergoes a special effect under a predetermined condition changes from a normal state; A step of varying the basic parameters in accordance with a variation of the management parameters; a step of calculating an effect amount that changes based on the special effect state, the effect amount being an effect time during which the special effect state continues, based on a value of the management parameter at the time when the object changes to the special effect state; A program for a computer to execute.
2. The management parameter is changed from a first threshold value to a second threshold value at the timing when the object changes to the special effect state, and then the management parameter is changed from the second threshold value toward the first threshold value in accordance with the progress of the game. The program according to claim 1.
3. The first threshold is set to be greater than the second threshold. The program according to claim 2.
4. After the object changes to the special effect state, a non-changing time is provided during which the object does not change from the second threshold value to the first threshold value. The program according to claim 2 or 3.
5. After the special effect state ends, count the number of special effects representing the number of times the object changes to the special effect state. The program according to claim 4.
6. When the object is changed to the special effect state, a value obtained by multiplying the number of times the special effect is performed and a specified reduction amount is subtracted from the initially set first threshold value. The program according to claim 5.
7. When the object receives the special effect again after the special effect state ends, the effect time is updated by multiplying the initially set effect time by the value of the management parameter at the time when the object changes to the special effect state. The program according to claim 6.
8. When the object receives the same special effect again before the special effect state ends, the effect time is extended while the management parameter maintains the first threshold value. The program according to claim 7.
9. A value of the management parameter during a nullifying time during which the change to the special effect state is nullified is set to zero, and after the nullifying time has elapsed, the management parameter is varied from the second threshold value toward the first threshold value. The program according to claim 2.
10. One or more other special effect states are associated with the specific special effect state, and in accordance with the variation of one of the management parameters corresponding to the specific special effect state, the other management parameters corresponding to the other special effect states are varied. The program according to claim 1.
11. 1. A method for varying management parameters for a game, in which basic parameters are set for each type of object, and management parameters are set to vary the basic parameters by varying within a range of a plurality of thresholds, comprising: a step of varying the management parameter in accordance with a type of special effect state into which the object, which has received a special effect under a predetermined condition, changes from a normal state; varying the basic parameters in accordance with the variation of the management parameters; calculating an effect amount that changes based on the special effect state, the effect amount being an effect time during which the special effect state continues, based on a value of the management parameter at the time when the object changes to the special effect state. Method of varying parameters for management.
12. A game device for providing a game in which basic parameters are set for each type of object, and management parameters are set to vary the basic parameters by varying within a range of a plurality of thresholds, a management parameter varying section for varying the management parameter in accordance with a type of special effect state into which the object, which has received a special effect under a predetermined condition, changes from a normal state; a basic parameter varying section that varies the basic parameters in accordance with the variation of the management parameters, and calculates an effect amount that varies based on the special effect state, the effect amount being an effect time during which the special effect state continues, based on the value of the management parameters at the time when the object changes to the special effect state. Gaming device.
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