Program, computer system, and game device

By controlling NPC movements and appearances based on player input and settings, the system enhances player engagement and diversifies NPC actions, addressing the lack of interest in ally NPCs in existing games.

JP7708922B2Active Publication Date: 2025-07-15BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2024067253
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-18
Publication Date
2025-07-15
Estimated Expiration
2038-09-14

AI Technical Summary

Technical Problem

Existing games lack new interests and diversification in the interactions with ally NPCs, leading to player boredom.

Method used

A computer system is programmed to control the movement and appearance of NPCs within a game space, allowing players to set storage objects that store NPCs, which can be moved and controlled to perform actions against enemy characters based on player input, with settings that change depending on the combination of NPCs and objects, and influenced by player character selection and item association.

Benefits of technology

This approach enhances player engagement by introducing tactical elements and diversifying NPC actions, creating new interests and increasing game diversity.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a technique capable of bringing about new interest regarding a friend NPC.SOLUTION: A storage object for storing an NPC (non-playable character) is allowed to fly until a given flight completion condition is satisfied based on a player's action operation. A stored NPC is allowed to appear from a storage object that satisfies the flight completion condition, and automatic control is performed such that it performs a given action toward an opponent character. An action control setting pertaining to automatic control of an NPC is changed by a combination or the like of a stored storage object and the NPC.SELECTED DRAWING: Figure 9
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Description

Technical Field

[0001] The present invention relates to a program and the like for causing a computer system to execute a game in which a player character and an enemy character fight against each other.

Background Art

[0002] As one form of a game in which a player character and an enemy character fight against each other, there is a game in a form of playing using ally NPCs (non-playable characters) that ally with the player character.

[0003] For example, in Patent Document 1, while growth control (one of the controls for developing the abilities of a character) is performed so that the abilities of ally NPCs are improved according to the game results, the ally NPCs owned by the player can be selected and set as the criteria for lottery. And, the higher the degree of progress of the ally NPCs used as the lottery criteria, the more controlled so that prizes with higher rarity can be obtained in the lottery, and this has become a game that creates new attractions.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, there is room for new interests in the methods of how to make ally NPCs appear in the game and what kind of ally NPCs to make appear. In addition, since players get bored with games, in the technical field of electronic games, new interests are always required.

[0006] The present invention was devised for the purpose of providing a technology that can bring about a new interest in ally NPCs.

Means for Solving the Problems

[0007] A first invention for solving the above-described problems is a program for causing a computer system to execute a game in which a player character and an enemy character fight, a movement control means (for example, game management unit 210 and flight control unit 230 in FIG. 14, step S98 in FIG. 25) that performs control to move a storage object storing an NPC (non-playable character: for example, sub-character 5 in FIG. 3) until a given end condition is satisfied based on a predetermined action operation of the player to move the storage object by throwing, hitting, firing, or an action of the player character similar thereto, an NPC appearance control means (for example, game management unit 210 and sub-character appearance control unit 240 in FIG. 14, step S124 in FIG. 25) that controls to cause an NPC stored in the storage object that has satisfied the end condition to appear, an NPC automatic control means (for example, game management unit 210 and sub-character automatic control unit 250 in FIG. 14, step S124 in FIG. 25) that automatically controls the NPC caused to appear by the NPC appearance control means to perform a given action toward the enemy character, is a program for causing the computer system to function as such.

[0008] According to the first invention, a storage object having a setting storing an NPC can be moved within the game space. Then, from the storage object whose movement has ended, the NPC supposed to be stored therein can be made to appear, and the game can be advanced by causing the NPC to perform a given action on the enemy character. According to such a technology, a new interest in ally NPCs that has never existed before can be created.

[0009] The second invention further causes the computer system to function as storage setting means (for example, game management unit 210, storage setting unit 224 in FIG. 14, step S12 and step S91 in FIG. 24) that sets the storage object by storing the NPC selected from among a plurality of NPCs in a given object based on the player's selection operation, and the NPC automatic control means changes the action control setting related to the automatic control based on the NPC stored in the storage object, which is a program of the first invention.

[0010] According to the second invention, the storage object can be set by the player's own selection operation. Since the actions of the NPC change depending on the stored NPC, the interest of the game can be enhanced compared to a configuration in which the player cannot set the storage object by himself / herself.

[0011] The third invention is a program of the second invention, in which the storage setting means selects a plurality of NPCs to be stored, and the NPC automatic control means changes the action control setting based on the combination of the NPCs stored in the storage object.

[0012] According to the third invention, it is possible to change the action control setting depending on which NPCs are combined and stored.

[0013] The fourth invention further causes the computer system to function as storage setting means that sets the storage object by selecting an object for storing a given NPC from among a plurality of objects based on the player's selection operation, and the NPC automatic control means changes the action control setting related to the automatic control based on the object selected as the storage object, which is a program of the first invention.

[0014] According to the fourth invention, the player can select an object for storing the NPC and set the storage object. And the action control setting of the NPC after appearance can be changed depending on the object in which the NPC is stored.

[0015] The fifth invention further functions the computer system as storage setting means for setting the storage object by selecting, based on the selection operation of the player, an NPC to be stored and an object to be the storage destination from among a plurality of NPCs and a plurality of objects, and the NPC automatic control means changes the action control setting related to the automatic control based on the combination of the object that is the storage object and the NPC that is stored, and is a program of any one of the first to fourth settings.

[0016] According to the fifth invention, based on the player's own selection operation, the storage object can be set by combining an NPC and an object for storing the NPC. Since the action control setting of the NPC after appearance is changed based on the combination of the NPC and the object that stored it, there is an interest in considering how to set the storage object.

[0017] The sixth invention further functions the computer system as player character setting means for selecting and setting, based on the operation of the player, a character to be the player character from among a plurality of characters (for example, the game management unit 210, player character setting unit 222 in FIG. 14, step S10 in FIG. 24), and the NPC automatic control means changes the action control setting related to the automatic control based on the player character set by the player character setting means, and is a program of any one of the first to fifth inventions.

[0018] According to the sixth invention, even for the same NPC, the action after appearance will change depending on the player character. The player can enjoy the tactical thinking element of which character to use as the player character, and new interests are generated.

[0019] The seventh invention further causes the computer system to function as item setting means (for example, the game management unit 210 and the item setting unit 226 in FIG. 14, steps S60 to S62 in FIG. 26) that associates a given item with the storage object and / or the NPC stored in the storage object based on the operation input of the player, and the NPC automatic control means changes the action control setting related to the automatic control based on the item when the item is associated with the storage object and / or the NPC stored in the storage object. It is a program of any of the first to sixth inventions.

[0020] According to the seventh invention, when an item is associated with a storage object or an NPC, the behavior of the NPC after its appearance changes accordingly. Therefore, the player can enjoy the tactical thinking element of considering which item to associate, and new interests are generated.

[0021] The eighth invention is a program of any of the first to seventh inventions, wherein the NPC automatic control means determines whether to change the action control setting related to the automatic control, or the degree of change, based on whether the storage object moved by the movement control means has contacted the enemy character.

[0022] According to the eighth invention, the action control setting of the NPC that appears from the storage object changes depending on whether the moved storage object has contacted the enemy character. Therefore, the game progress becomes more diverse and the interest in the game increases. In particular, when the action operation includes setting operations for the initial conditions of movement (for example, the direction to move, the force to move, etc.), whether the storage object to be moved can be successfully applied to the enemy character will change the subsequent game situation, adding elements of a shooting game and further increasing the interest in the game.

[0023] The ninth invention is a program of any one of the first to eighth inventions, wherein the NPC automatic control means changes the action control setting related to the automatic control based on the relative positional relationship between the position of the NPC appeared by the NPC appearance control means and the position of the enemy character.

[0024] According to the ninth invention, based on the relative positional relationship between the NPC after appearance and the enemy character, the action control setting of the NPC changes. Therefore, the actions of the NPC become diverse, and the interest of the game is further enhanced. The relative positional relationship can be defined using, for example, whether the NPC and the enemy character are in contact, whether both are in proximity (the same as whether the enemy character is within a distance range that satisfies a predetermined proximity condition from the NPC), whether it is within or outside the attackable range of the NPC, the relative azimuth, the relative distance, the relative altitude, and the like.

[0025] The tenth invention is a program of any one of the first to ninth inventions, wherein the NPC automatic control means changes the action control setting related to the automatic control based on any one of the type of the enemy character when the stored object moved by the movement control means contacts the enemy character, the part of the enemy character that has been contacted, and the terrain of the place where the contact occurred.

[0026] According to the tenth invention, it is possible to change the action control setting related to the automatic control based on the type of the enemy character when the stored object contacts the enemy character, the part of the enemy character that has been contacted, the terrain of the place where the contact occurred, and the like. Therefore, the actions of the NPC after appearance can be diversified, and the fun of the game can be enhanced.

[0027] The eleventh invention is a program of any one of the second to tenth inventions, wherein the action control setting includes a setting related to the content of the action.

[0028] According to the eleventh invention, by changing the setting of the action control, the content of the action of the NPC can be changed.

[0029] The 12th invention is a program of the 11th invention, wherein the settings related to the content of the action include settings related to the content of attacks on the enemy characters.

[0030] According to the 12th invention, it is possible to change what kind of attacks the NPC performs on the enemy characters.

[0031] The 13th invention is a program of any one of the 2nd to 12th inventions, wherein the action control settings include settings for the limited time during which actions are possible after the appearance by the NPC appearance control means, and the NPC automatic control means automatically controls the NPC appeared by the NPC appearance control means until the limited time elapses.

[0032] According to the 13th invention, it is possible to change the time during which actions are possible after the NPC appears.

[0033] The 14th invention is a program of any one of the 2nd to 13th inventions for further functioning the computer system as means for displaying the information of the action control settings (for example, the action control setting information prediction display 34 in FIG. 6, the game management unit 210 in FIG. 14, the prediction display control unit 236, step S102 in FIG. 25).

[0034] According to the 14th invention, it is possible to provide the player with the information of the action control settings. For example, if the information of the action control settings is displayed in the process of setting the stored object by the storage setting means, the player can know what actions the NPC can perform with the current setting of the stored object, so that an opportunity to set the NPC to perform the actions desired by the player can be obtained. Of course, the interest of the game is further enhanced, and the usability is also improved.

[0035] The 15th invention is such that the end condition includes at least that the stored object moved by the movement control means has come into contact with the enemy character, and the NPC appearance control means causes the NPC to appear when the stored object moved by the movement control means comes into contact with the enemy character, and the NPC automatic control means starts the automatic control of the NPC from the appearance position by the NPC appearance control means, and it is a program of any one of the 1st to 14th inventions.

[0036] According to the 15th invention, when the stored object comes into contact with the enemy character, the NPC can be made to appear and the automatic control of the NPC can be started from the appearance position. That is, when aiming the stored object at a specific part of the enemy character and hitting it, a new interest that mixes shooting elements and tactical elements, such as the NPC attacking from the hit location, can be added.

[0037] The 16th invention is a program of any one of the 1st to 15th inventions for further functioning the computer system as viewpoint switching means (for example, the game management unit 210 and the viewpoint switching control unit 262 in FIG. 14, step S102 in FIG. 25) that can switch to the viewpoint based on the automatically controlled NPC based on a viewpoint switching operation for switching the viewpoint of the game screen by the player during the automatic control by the NPC automatic control means.

[0038] According to the 16th invention, even in a situation where the NPC is outside the field of view based on the player character or behind an obstacle, the state of the NPC's actions can be known.

[0039] The 17th invention is a computer system that executes a game in which a player character and an enemy character fight against each other. The computer system includes movement control means for controlling the movement of a storage object storing an NPC (non-playable character) until a given end condition is satisfied based on a predetermined action operation of the player for moving the storage object by throwing, hitting, launching, or an action of the player character similar thereto, and NPC appearance control means for controlling to cause the NPC stored in the storage object to appear from the storage object that has satisfied the end condition. The computer system includes NPC automatic control means for automatically controlling the NPC appeared by the NPC appearance control means to perform a given action toward the enemy character.

[0040] According to the 17th invention, a computer system having the same effect as that of the 1st invention can be realized.

[0041] The 18th invention is the computer system according to claim 17, which is the server system in a game system in which a user terminal used by a player and a server system communicate with each other to realize the fighting game.

[0042] The 19th invention is a game device that executes a game in which a player character and an enemy character fight against each other. The game device includes movement control means for controlling the movement of a storage object storing an NPC (non-playable character) until a given end condition is satisfied based on a predetermined action operation of the player for moving the storage object by throwing, hitting, launching, or an action of the player character similar thereto, NPC appearance control means for controlling to cause the NPC stored in the storage object to appear from the storage object that has satisfied the end condition, and NPC automatic control means for automatically controlling the NPC appeared by the NPC appearance control means to perform a given action toward the enemy character.

[0043] Also in the 18th invention and the 19th invention, the same effect as that of the 1st invention can be obtained.

Brief Description of Drawings

[0044]

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Embodiments for Carrying Out the Invention

[0045] Hereinafter, examples of embodiments of the present invention will be described. However, it goes without saying that the forms to which the present invention is applicable are not limited to the following embodiments.

[0046] 〔First Embodiment〕 FIG. 1 is a diagram showing an example of the configuration of the game system according to the present embodiment. The game system 1000 of the present embodiment is a computer system including a server system 1100 and a plurality of user terminals 1500 (1500a, 1500b,...) that can perform data communication with each other by being connected to a communication line 9, and is a content providing system that provides game content (also referred to as a game application).

[0047] The communication line 9 means a communication path capable of data communication. That is, the communication line 9 includes not only a dedicated line (dedicated cable) for direct connection and a LAN (Local Area Network) such as Ethernet (registered trademark), but also a communication network such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.

[0048] The server system 1100 has a main body device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140, and a control board 1150 is mounted on the main body device 1101.

[0049] On the control board 1150, various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153 are mounted. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip).

[0050] Then, the server system 1100 realizes the following functions by performing arithmetic processing based on a predetermined program and data by the control board 1150: 1) a user management function related to user registration and the like; 2) a game management function that provides data necessary for the registered user, the player 2 (2a, 2b,...), to play a game on the user terminal 1500 (1500a, 1500b,...) and manages the execution control of the game on the user terminal 1500 (1500a, 1500b,...); and 3) an online shopping function that sells various items available in the game to users online. That is, the game in the present embodiment is realized as a kind of client - server type online game.

[0051] Although the server system 1100 is described as a single unit, it may be configured to include a plurality of blade servers that share each function and are connected to be able to communicate data with each other via an internal bus. Alternatively, a configuration may be adopted in which a plurality of independent servers installed at separate locations communicate data via the communication line 9 so as to function as the server system 1100 as a whole.

[0052] The user terminal 1500 (1500a, 1500b,...) is a computer system individually used by the player 2 (2a, 2b,...) for game play. It is an electronic device (electronic apparatus) that can access the server system 1100 via the communication line 9 and execute an online game, and functionally serves as a game device. The user terminal 1500 in the present embodiment is a device called a so - called smartphone, but it may also be a portable game device, a game controller, a personal computer, a tablet - type computer, a wearable computer, a home game device, a business - use game device, or the like.

[0053] FIG. 2 is a front view showing a configuration example of the user terminal 1500 in the present embodiment. The user terminal 1500 includes a direction input key 1502, a button switch 1504, a touch panel 1506 that functions as an image display device and a contact position input device, a speaker 1510, a built-in battery 1509, a microphone 1512, an image sensor unit 1520, a control board 1550, and a memory card reader 1542 capable of reading and writing data from a memory card 1540 which is a computer-readable storage medium. In addition, a power button, a volume adjustment button, etc. (not shown) are provided. Also, an IC card reader capable of non-contact data reading and writing for an IC card type credit card or prepaid card for which the payment of the game play price is possible may be provided.

[0054] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, and a DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with a mobile phone base station or a wireless LAN base station connected to the communication line 9, an interface circuit 1557, etc.

[0055] The interface circuit 1557 includes a driver circuit for the touch panel 1506, a circuit for receiving signals from the direction input key 1502 and the button switch 1504, an output amplifier circuit for outputting an audio signal to the speaker 1510, an input signal generation circuit for generating a signal of the sound collected by the microphone 1512, a circuit for inputting image data of the image captured by the image sensor unit 1520, a signal input / output circuit to the memory card reader 1542, etc.

[0056] These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to enable data reading and writing and signal transmission and reception. Note that part or all of the control board 1550 may be configured by an ASIC, an FPGA, or a SoC. And the control board 1550 stores a program and various data for realizing the function as the user terminal of the game of the present embodiment in the IC memory 1552.

[0057] Note that in this embodiment, the user terminal 1500 is configured to download a client program and various setting data from the server system 1100. However, it may also be configured to read from a storage medium such as a separately obtained memory card 1540.

[0058] [Game Explanation] This embodiment is an online game in which a player operates a player character, which is the main character (meaning the playable character mainly operated), while using a sub-character, which is an ally NPC, and battles against enemy characters in the game space.

[0059] FIG. 3 is a diagram for explaining the preparation operations for playing the game of this embodiment. First, as a premise of the game, player 2 can own, as game media, a main character 3 (3a, 3b,...), a sub-character 5 (5a, 5b,...), and a storage object 7 (7a, 7b,...). Here, the term "own" means having the right to use within the game for the said game media.

[0060] The main character 3 is a character that serves as a candidate for the player character existing in the game space on behalf of player 2. It can also be said to be a candidate for an avatar character.

[0061] The sub-character 5 is an ally NPC (Non-Playable Character: meaning a character automatically controlled by a computer) of the player character.

[0062] The storage object 7 is an object that can store the sub-character 5. Even though it is called "storage", it means virtual storage in the game. In this embodiment, on the game, the sub-character 5 can be virtually shrunk and stored, and can be released again after storage. The form of the storage object 7 is expressed as a bottle, a capsule, a box, a bag, etc.

[0063] There are multiple types of main characters 3 (3a, 3b, …), sub-characters 5 (5a, 5b, …), and storage objects 7 (7a, 7b, …) prepared in advance. The player 2 acquires and owns one or more of them prior to gameplay. For example, in addition to being pre-assigned in the initial settings, they can also be purchased through online shopping. Also, they can be acquired when the player reaches the acquisition status during the progress of the game.

[0064] When starting the gameplay, the player 2 performs several preparatory operations. The preparatory operations in this embodiment include an operation to select the game space to play (the same as the game space), and an operation to select the player character 4 from among the main characters 3 (3a, 3b, …) owned by the player 2. Also included is an operation to set the combination of the storage object 7 to be used and the sub-character 5 to be stored in it.

[0065] When the storage object 7 and the sub-character 5 are combined, the sub-character 5 is treated as being stored in the storage object 7. This is called the configured storage object 8. The configured storage object 8 is treated as being owned and possessed by the player character 4 (in the example of FIG. 3, the main character 3a). For example, it is treated as being stored in a pocket or on the back and carried around. That is, the player 2 can combine the storage object 7 with the main character 3 (3a, 3b, …) that he / she owns.

[0066] When the combination of the storage object 7 and the sub-character 5 is made, the storage object 7 and the sub-character 5 used for this combination are each treated as "non-combinable", and duplicate combinations are not possible. However, depending on the type of the storage object 7, there may be cases where multiple sub-characters 5 can be stored simultaneously. In such cases, the storage object 7 is not treated as non-combinable until the storage upper limit is reached.

[0067] When the game play starts, on the user terminal 1500, a game screen W4 as shown in FIG. 4 is displayed. The game screen W4 of the present embodiment is based on an image (so-called third-person perspective image) taken from the upper rear diagonal of the player character 4 through which the game space constructed in the virtual three-dimensional space is viewed. Of course, depending on the flavor of the game, a first-person perspective image of the player character 4 may be used as the basis.

[0068] Player 2 operates the player character 4 to move in the game space and battles the enemy character 6 when encountering it. In the present embodiment, the enemy character 6 is an NPC. However, in the case of a battle game in which players battle against each other, the enemy character 6 is the player character or sub-character of the opponent player.

[0069] There are two ways to attack the enemy character 6: an attack by the player character 4 and an attack using the sub-character 5.

[0070] FIG. 5 is a schematic explanatory diagram of an attack using the sub-character 5. In addition, objects appearing in the game can be moved by flying, rolling, running, sliding, etc. by actions of the player character 4 such as throwing, hitting, launching, chanting spells, activating skills, or actions similar thereto. In the following description, movement by "flying" will be described as a representative. Of course, other movements may also be used.

[0071] The attack using the sub-character 5 is realized by: a) the player character 4 throwing and flying the set storage object 8, b) hitting the enemy character 6 or hitting the background object in the game space, c) causing the stored sub-character 5 to appear there, and d) the appeared sub-character 5 taking an attack action.

[0072] Specifically, as shown in Fig. 5(1), player 2 first performs a predetermined pre-flight operation. In the pre-flight operation, a list 10 of set storage objects 8 that are selectable is displayed on the game screen W4 (see Fig. 4). Player 2 selects the set storage object 8 to be thrown from among the list. In the example of Fig. 5(1), the set storage object 8a is selected.

[0073] Then, when an action operation is performed, as shown in Fig. 5(2), the player character 4 throws the selected set storage object 8. In this embodiment, the use action of the set storage object 8 is "throwing", but when the player character 4 is a robot or the like, the use action may be set as "launching (or "shooting" or "releasing", etc.) of the set storage object 8.

[0074] Note that the "action operation" mentioned here includes not only operations that can be detected by ON / OFF, such as operating a predetermined button switch or touching a predetermined operation icon, but also operations whose input detection is determined by the detection amount detected for operation inputs such as flick operations, slide operations with one or more fingers on the touch panel, and shaking the user terminal 1500 or game controller.

[0075] The throwing direction is the front direction of the player character 4. Since a throwing direction marker 12 (the dashed circle in the center of the screen in the example of Fig. 4) is displayed in the front on the game screen W4 (see Fig. 4), the player can adjust the position and posture of the player character 4 so that the marker faces the direction (throwing direction) in which the player wants to throw. Also, since a throwing force input bar 14 is displayed on the game screen W4, the player touches the bar to input the throwing force.

[0076] Note that the input of the throwing direction and throwing force is not limited to this. For example, it may be performed by a swipe operation on the touch panel 1506. That is, the swiped direction may be regarded as the throwing direction, and the distance and speed of the swipe may be regarded as the input of the throwing force. Also, in a configuration where an acceleration sensor is mounted on the user terminal 1500 or a game controller unit separable from the terminal, the throwing force may be input by holding the user terminal 1500 or the game controller unit in the hand and shaking it.

[0077] When the throwing direction and throwing force are input, it is regarded that the initial conditions related to the throwing are determined, and the path (flight path) along which the set storage object 8 to be thrown flies and the flight destination to be reached are determined. The determination of the flight path and the flight destination can be realized by physical calculation or pseudo-physical calculation, selection from a plurality of types of flight paths prepared in advance, and the like.

[0078] When the throwing force is input, the specifications of the direction and force for throwing are determined. Therefore, as shown in FIG. 6, the predicted trajectory 30 followed by the set storage object 8 to be thrown and the predicted flight destination 32 are represented by a prediction display object within the game screen and predicted notification is given to the player. In the present embodiment, the appeared sub-character 5 is automatically controlled to attack the nearest enemy character 6 within the attackable range. Therefore, the predicted flight destination 32 substantially also serves as a prediction display of the enemy character 6 to be the attack target when the appearance of the sub-character 5 stored in the set storage object 8 to be flown is controlled.

[0079] The "predicted trajectory" mentioned here may include a flight path and an error range set based on specifications such as the initial conditions related to the throwing at that time. Similarly, the "predicted flight destination" may include a flight destination and an error range set based on the specifications at that time.

[0080] The player 2 considers whether the sub-character can fly toward the course and the place as expected by looking at this prediction display. Then, the player can adjust the throwing direction and throwing force by changing the front direction of the player character 4, re-touching the throwing force input bar 14, or the like.

[0081] If the predicted trajectory 30 and the predicted flight destination 32 are as desired, the player 2 inputs a predetermined action operation to cause the selected pre-set stored object 8 to be thrown at the player character 4.

[0082] Then, the thrown pre-set stored object 8 is released by the player character 4 and is movement-controlled to fly along a flight path towards the flight destination until a given flight end condition is satisfied.

[0083] The "flight end condition" is a condition that should be satisfied to end the movement of the pre-set stored object 8 and can be set as appropriate. In this embodiment, contact between the pre-set stored object 8 and other objects such as other objects is set as the flight end condition. Therefore, the thrown pre-set stored object 8 will eventually hit the enemy character 6, hit the background object, or hit other objects, and the flight will stop, and it will be placed at the stopped position, or an effect display indicating that the stored object is broken will be made.

[0084] Regarding the pre-set stored object 8, when a given release condition is satisfied, as shown in FIG. 5(3), the sub-character 5 stored in the pre-set stored object is released and appears in the game space, and starts to act as the sub-character 5.

[0085] The "release condition" can be set as appropriate. In this embodiment, it is assumed to include at least satisfying the flight end condition, but it can be set as appropriate as an AND condition or an OR condition with factors such as the elapsed time from the start of flight reaching a predetermined time, approaching the enemy character 6, or being attacked by the enemy character 6.

[0086] The sub-character 5 that appears after being released from the set storage object 8 is an NPC, so it is automatically controlled by the computer. In the example of Fig. 5, an example regarding the attack on the enemy character 6 is shown, but automatic action controls other than attacks may also be enabled, such as control for defending allies, control for restoring the health value of allies, control for interfering with the actions of the enemy character 6, etc., and it may be preferably selectively executed preferentially depending on the type of the sub-character 5. Alternatively, it may be configured such that the player 2 selects and sets from among a plurality of automatic actions.

[0087] Note that the set storage object 8 that satisfies the release condition cannot be reused in the current game play, but can be reused in the next game play. Also, during the same game play, it may be made reusable after a predetermined time has elapsed since it was used.

[0088] Now, in order to create new interest or enhance the interest in the battle game using the sub-character 5, in this embodiment, at least one of the control settings regarding the flight of the set storage object 8 (hereinafter referred to as "flight control settings") and the control settings regarding the actions after the appearance of the stored sub-character 5 (hereinafter referred to as "action control settings") can be changed according to at least the combination of the sub-character 5 and the storage object 7.

[0089] The "flight control settings" are the set values of the parameters related to the movement control after the set storage object 8 is thrown or launched. For example, it may include parameters equivalent to weight, flight path type, flyable distance (corresponding to the range), flight height, flight speed, error in the flight path and the flight destination, the number of bounces permitted upon contact with other objects, the presence or absence of adhesion to the first other object contacted, etc. Of course, other parameters can also be appropriately used as control parameters related to flight. And when changing the flight control settings, at least one of the flight control settings is changed.

[0090] The flight path type can be rephrased as the determination pattern of the flight path. For example, physical calculations (or pseudo-physical calculations), linear motion, automatic pursuit flight towards the locked-on enemy character 6, etc. can be set. Furthermore, for each of them, detailed types such as flight with automatic obstacle avoidance a predetermined number of times, flight allowing the character to slip through obstacles (virtual penetration), etc. can also be added.

[0091] The "action control setting" is the set value of the parameters related to the action control of the sub-character 5. For example, it can include durability value (a value that is subtracted when damaged and the character becomes immobile when it reaches "0"), attack power, defense power, movement power, recovery power, detection range, action type, restrictions related to movement (e.g., the types of terrain where movement is possible. Conversely, the types of terrain where movement is not possible.), weight equivalent parameter value, etc. Of course, other parameters can also be appropriately used as control parameters related to actions. And when changing the flight control setting, at least one of the action control settings is changed.

[0092] The "action type" mentioned here is the pattern of what actions the sub-character 5 will perform after its appearance. Even for the same action type, multiple types can be set depending on the content. For example, even among those classified as the same attack action, a) "search attack" where an attack is made on the discovered enemy character 6 while taking a detection action, b) "defense" where an attack is made on an enemy character that has entered the attackable range without moving much from the arranged position, c) "ally escort" where an attack is made on an enemy character 6 approaching while following an ally, d) "support" where an enemy character 6 attacking an ally is preferentially attacked, etc. can be set. Of course, action types of action classifications other than attacks, such as "rescue" that restores the physical strength value of an ally, etc. can also be appropriately set.

[0093] Also, in this embodiment, as factors for changing the flight control setting and the action control setting, at least one of the progress degree of the storage object 7 and the progress degree of the sub-character 5 can be included.

[0094] The "degree of progress" mentioned here refers to the so-called degree of growth of the storage object 7 and the sub-character 5. Depending on the game rules and the character settings of the sub-character 5 in the game world, it is synonymous with growth, strengthening, evolution, improvement, modification, etc. In this embodiment, it is collectively referred to as "growth".

[0095] That is, for the sub-character 5 and the storage object 7, when used in the game play, experience points corresponding to the play results of the game play are given and accumulated, and the sub-character 5 and the storage object 7 grow according to the accumulated experience points and their abilities are improved. The degree of growth is represented as the storage object level and the character level respectively. Even if the types of the combined sub-character 5 and the storage object 7 are the same, if the character level of the combined sub-character 5 or the storage object level of the storage object 7 is different, the flight control settings and the action control settings will be different.

[0096] Furthermore, in this embodiment, based on the type of the player character 4 used, the effects of the items used for the sub-character 5 (items for sub-characters) and the items used for the storage object 7 (items for storage objects), the flight control settings and the action control settings can also be changed.

[0097] Next, specific examples of changes in the flight control settings and the action control settings will be illustrated.

[0098] Figure 7 is a diagram showing an example of a change in the flight control settings. Figure 7(1) is a diagram showing an example of the flightable distance, flight height, and flight path of the set storage object 8 when the sub-character 5a and the storage object 7a are combined.

[0099] Figure 7(2) is an example in which the storage object 7a is replaced with the storage object 7c from the combination of Figure 7(1), showing an example in which the flightable distance (corresponding to the range) is relatively extended.

[0100] The stored object 7c is a game setting of being "lighter (with a smaller weight equivalent parameter value)" than the stored object 7a. When the player 2 wants to make the sub-character 5a appear farther away, this can be achieved by combining it with the stored object 7c that is "lighter" than the stored object 7a.

[0101] Figure 7(3) shows an example in which, by replacing the sub-character 5a with the sub-character 5b in the combination of Figure 7(1), the relative flight distance has increased.

[0102] The sub-character 5b is a game setting of being "lighter" than the sub-character 5a. Even if the unused stored object that the player 2 has is only the stored object 7a, when the player wants to make some sub-character appear farther away, this can be achieved by combining the stored object 7a with the sub-character 5b that is "lighter" than the sub-character 5a.

[0103] Figure 7(4) shows an example in which, while keeping the combination of Figure 7(1) unchanged, by using the sub-character item 21 for improving flight performance, the relative flight distance has increased, and the type of flight path has changed so as to chase the locked-on enemy character 6 that has been locked on during the throwing operation with a lock-on operation (an operation for indicating the flight target). Note that the operation method of the lock-on operation is not particularly limited. For example, the player may select one of the enemy characters 6 existing within a predetermined range around the throwing direction marker 12 of the player character 4. Note that the enemy character 6 that is the flight target is identifiable with the lock-on marker 19 being displayed within the game screen.

[0104] The operational effect of the sub-character item 21 set for the sub-character 5a in FIG. 7(4) (which can also be said to be "associated with" or "used by") is a game setting of "weight reduction" or "extension of the flightable distance". Even in the combination of the sub-character 5a and the storage object 7a, when the item is used, at least one of the weight equivalent parameter values of the storage object 7 or the sub-character 5 is adjusted to be reduced, and it can also be said that variable control of the flight control is performed based on the adjusted value and the flightable distance is extended.

[0105] FIG. 8 is a diagram showing another modification example of the flight control setting. In FIGS. 8(1) and 8(2), the types of the combined sub-character 5 and the storage object 7 are the same, but the storage object level of the latter is higher than that of the former. And an example is shown in which while the flightable distance is extended, the flight control setting is changed so that the error 20 related to flight becomes smaller for the latter.

[0106] In other words, the combination of the storage object 7 and the sub-character 5 stored therein in FIG. 8(2) satisfies a given reduction condition (in this case, for example, the progress degree of the storage object 7a has reached a predetermined reference value "Lv.5", etc.), so at least one of the weight equivalent parameter values of the storage object 7 or the sub-character 5 is adjusted to be reduced, and as a result of performing variable control of the flight control based on the adjusted value, the flightable distance has increased.

[0107] Note that the "error" mentioned here corresponds to the variation in the flightable range and the flight destination. Specifically, it is realized by giving a random fluctuation within the range of the error 20 to the flight path and the flight destination determined from the throwing direction and the throwing force.

[0108] When the type of flight path is set to "automatic pursuit flight to the locked-on enemy character 6", the "error" mentioned here is synonymous with the "hit rate" with respect to the flight target. Also, even without a lock-on operation, since a throwing operation is performed after determining the target destination of the flight, it can also be referred to as the "hit rate" of whether or not to land on the flight target.

[0109] It is preferable to prepare an item having the effect of "improving the hit rate" and enable the player 2 to reduce the error (which is synonymous with improving the hit rate) when using this item.

[0110] In Fig. 8(3), in the combination of Fig. 8(2), an example is shown where the flight control setting is changed when the storage object item 22w for increasing the flight altitude (height) is set and used in the storage object 7. In this example, by being able to improve the throwing height, it becomes possible to throw the set storage object 8 beyond the obstacle 24 to the other side.

[0111] In Fig. 8(4), the types of the combined sub-character 5 and the storage object 7 are the same as those in Fig. 8(1), but it is a case where, as the player character 4, the main character 3b with a higher throwing ability than the main character 3a is selected, and an example is shown where the throwable height is improved while the error 20 remains the same.

[0112] Fig. 9 is a diagram showing an example of a change in the action control setting. Comparing Fig. 9(1) and Fig. 9(2), the combination of the sub-character 5 and the storage object 7 combined as the set storage object 8 to be thrown is the same, but the degree of growth of the sub-character 5 is different, and the action control setting is changed so that the detection range 26 is expanded and the attack power is also increased in the latter compared to the former.

[0113] Comparing Fig. 9(2) and Fig. 9(3), the growth degrees of the sub-character 5 and the storage object 7 are the same, but the types of the combined storage objects 7 are different. The action control setting is changed so that the attack power of the storage object 7h in Fig. 9(3) is increased compared to the storage object 7a in Fig. 9(2).

[0114] Fig. 10 is a diagram showing another example of the change in the action control setting. One of the action control settings is the setting of the restriction items related to movement, whether it is possible to move over the obstacle 24. As shown in Fig. 10(1), the setting of the restriction items related to the movement of the sub-character 5a (a character without arms) includes the obstacle 24. Therefore, in order to attack the enemy character 6, it is necessary to move around the obstacle 24.

[0115] On the other hand, as shown in Fig. 10(2), the setting of the restriction items related to the movement of the sub-character 5b (a character with arms) does not include the obstacle 24. Therefore, in order to attack the enemy character 6, it is possible to climb over the obstacle 24 and start the attack in a shorter time than the sub-character 5a.

[0116] Also, as shown in Fig. 10(3), even if the combination of the sub-character 5 and the storage object 7 is the same as in Fig. 10(1), by using an item, the same ability as the sub-character 5b can be added to the sub-character 5a. For example, when the storage object item 22r having a ladder-like effect is used and set for the storage object 7, the action control setting is changed so that the setting of the restriction items related to the movement of the sub-character 5a does not include the obstacle 24, and like the sub-character 5b in Fig. 10(2), it is possible to climb over the obstacle 24 and start the attack in a short time.

[0117] Note that the in-game representation of the storage object item 22 (22w, 22r, etc.) is preferably represented as being attached to the storage object 7. For example, it can be represented as a strap, a cover, a holder, a seal, a replacement cap, a cap cover, etc. attached to the storage object 7.

[0118] FIG. 11 is a diagram showing an example of a change in action control setting based on the combination of the sub-character 5 and the storage object 7. Normally, when the sub-character 5 makes a local attack on the enemy character 6, which part of the enemy character 6 to attack is randomly determined. As a result, the parts of the enemy character 6 are attacked evenly.

[0119] However, as shown in FIG. 11, priorities can be given to the attack parts based on the combination of the sub-character 5 and the storage object 7. In other words, a bias can be given to the probability, proportion, and priority of selecting a part as the attack target. That is, in the example of FIG. 11(1), when the sub-character 5a and the storage object 7j are combined, the attack proportion for each part of the enemy character 6 is usually "head 1: torso 1: arm 1: leg 1", but this is changed to a head bias. In the example of FIG. 11(2), although it is the same sub-character 5a, when combined with the storage object 7k, the attack is changed to prioritize the arms and legs. Examples of setting the priorities for selecting these attack parts and the tendency to be selected are not limited to the example of FIG. 11 and can be set as appropriate. Also, the parts are not limited to the example of FIG. 11 and can be set as appropriate according to the design of the enemy character 6.

[0120] In addition, in this embodiment, the action control setting of the sub-character 5 can be changed based on the relative positional relationship between the appearance position and the position of the enemy character 6.

[0121] FIG. 12 is a diagram showing a comparative example of changes in action control settings based on the relative positional relationship between the appearance position and the enemy character. FIG. 12(1) shows a case where the relative positional relationship does not satisfy a predetermined distance condition. That is, the set storage object 8 flown by the player character 4 contacts another object (in this case, the ground object) at a location away from the enemy character 6, indicating that the flight end condition is satisfied. The stored sub-character 5 will appear at a location away from the enemy character 6. In this case, the sub-character 5 is automatically controlled to move towards the nearest enemy character 6 by detecting it and perform a first type of attack action (body check in the example of FIG. 12(1)) on the first designated part of the enemy character 6 (the torso in the example of FIG. 12(1)).

[0122] FIG. 12(2) shows a case where the relative positional relationship satisfies a predetermined distance condition. That is, the set storage object 8 flown by the player character 4 contacts the enemy character 6, indicating that the flight end condition is satisfied. The set storage object 8 hits the enemy character 6 and is shown as being broken and opened. In this case, the stored sub-character 5 appears at the position where the set storage object 8 hits. It is shown as being attached to the enemy character 6. Then, the sub-character 5 is automatically controlled to perform a second type of attack action (a kick in the example of FIG. 12(2)) on the second designated part of the enemy character 6 (the contact part of the set storage object 8: the head in the example of FIG. 12(2)). And the action control settings are also changed so that the attack power of the sub-character 5 is improved compared to the case of FIG. 12(1).

[0123] By making such changes to the action control settings based on the relative positional relationship, it becomes possible to proceed more advantageously than in the case where the subsequent development cannot be achieved depending on whether the set storage object 8 can be successfully applied to the enemy character 6. That is, elements of a targeted game are added, and the interest of the game can be further enhanced.

[0124] The elements that define the relative positional relationship are not limited to the relative distance or the presence or absence of contact between the two characters. The direction of the appearance position as viewed from the enemy character 6 can also be used as a defining element.

[0125] In this way, by making it necessary to combine a sub-character 5 with a stored object 7 in order for it to be usable in the game, and by changing the flight control settings and action control settings depending on the combination, much more diversity is created in the game situations than in a configuration in which the sub-character 5 to be used in the game is simply selected, a deck is chosen, and it appears in the game at the desired timing, and the element of tactical thinking about how to combine the sub-characters 5 and stored objects 7 at hand to overcome the game is increased, creating new interest.

[0126] Furthermore, the flight control settings and behavior control settings can be changed depending on the selection of the main character 3 to be the player character 4 and the use of items, making it possible to control the appearance of the sub-character 5 in the game space through throwing the configured stored object 8, and to realize a wider variety of abilities and types of behavior of the sub-character 5 after its appearance.

[0127] Furthermore, in this embodiment, it is possible to prepare the configured stored object 8 even during game play, so that the player is not limited to the deck organized before playing the game, but can flexibly play tactics according to the current battle situation, which makes the game more interesting than ever before.

[0128] Since the set stored object 8 is flown, the destination of the set stored object 8 may be beyond an obstacle that cannot be seen from the player character 4. In such a case, the state of the sub-character 5 that appears at the destination cannot be seen in the game image from the viewpoint based on the player character 4 (a virtual camera arranged in the game space). Therefore, in this embodiment, each time a sub-character 5 appears, a viewpoint based on that sub-character is added, and the player can switch the viewpoint of the game screen.

[0129] FIG. 13 is a diagram for explaining the addition of viewpoints and the switching of viewpoints on the game screen. The player viewpoint virtual camera 41 is always provided as the viewpoint based on the player character 4. When the sub-character 5 appears, a sub-character viewpoint virtual camera 42 is newly set as the viewpoint based on the sub-character. The sub-character viewpoint virtual camera 42 may be a third-person viewpoint or a first-person viewpoint (the viewpoint of the sub-character 5).

[0130] When a virtual camera is added, a viewpoint switching operation icon 15 (15a, 15b) for switching each virtual camera as the viewpoint on the game screen is displayed. In the example of FIG. 13, the first viewpoint switching operation icon 15a corresponds to the player viewpoint virtual camera 41, and the second viewpoint switching operation icon 15b corresponds to the sub-character viewpoint virtual camera 42.

[0131] The viewpoint of the game screen W5 is defaulted to the player viewpoint virtual camera 41. However, when the second viewpoint switching operation icon 15b is operated during the game, the viewpoint is switched to the sub-character viewpoint virtual camera 42, and on the touch panel 1506, a game screen W6 with the sub-character viewpoint virtual camera 42 as the viewpoint is displayed. When the player viewpoint virtual camera 41 is operated, the viewpoint is switched again, and the game screen W5 is displayed on the touch panel 1506.

[0132] In this way, by allowing the player to arbitrarily select the viewpoint associated with the sub-character 5 that has appeared and switch the viewpoint of the game screen, it becomes possible to know the state of the sub-character 5 in a place that cannot be seen from the viewpoint of the player character 4.

[0133] [Explanation of Functional Configuration] FIG. 14 is a functional block diagram showing an example of the functional configuration of the server system 1100 in the present embodiment. The server system 1100 in the present embodiment includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.

[0134] The operation input unit 100s is a means for inputting various operations for server management. The keyboard 1106 in FIG. 1 corresponds to this.

[0135] The server processing unit 200s is realized by, for example, microprocessors such as CPUs and GPUs, and electronic components such as ASICs and IC memories, and performs input / output control of data with each functional unit including the operation input unit 100s and the server storage unit 500s. Then, based on a predetermined program, data, an operation input signal from the operation input unit 100s, data received from the user terminal 1500, etc., it executes various arithmetic processes to integrally control the operation of the server system 1100.

[0136] And the server processing unit 200s of the present embodiment includes a user management unit 202, an online shopping management unit 204, a game management unit 210, a timing unit 288s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units can also be appropriately included.

[0137] The user management unit 202 manages the processing related to the user registration procedure and the data of each user associated with the user account. In the present embodiment, the user management unit 202 has each function of 1) granting a unique user account to a registered user, 2) registration information management for registering and managing personal information for each user account, 3) ledger management of an electronic payment medium consumed by payment of a charging element (in this embodiment, online shopping, play price, etc.), 4) play history management for managing the login and logout history for playing games, etc., and 5) management of game save data. Of course, other data management functions associated with these accounts can also be appropriately included.

[0138] The online shopping management unit 204 is responsible for the control related to online shopping and can be realized by appropriately using known online shopping technologies. In this embodiment, the player can purchase the main character 3, the sub-character 5, the storage object 7, items, etc. through online shopping. The sales targets in online shopping can be set as appropriate in addition to these.

[0139] The game management unit 210 performs various processes related to the execution management of the game. Since the game in this embodiment is a client-server type online game, the game management unit 210 in this embodiment performs control to provide the data necessary for game play while communicating with the user terminal 1500. And the game management unit 210 in this embodiment includes a preparation setting unit 220, a flight control unit 230, a prediction display control unit 236, a sub-character appearance control unit 240, a sub-character automatic control unit 250, a progress control unit 260, and a viewpoint switching control unit 262. Of course, other functional units may also be included as appropriate.

[0140] The preparation setting unit 220 performs various settings related to the preparation for game play based on the player's operations. Specifically, the preparation setting unit 220 includes a player character setting unit 222, a storage setting unit 224, and an item setting unit 226.

[0141] The player character setting unit 222 selects and sets the character to be the player character 4 from among a plurality of characters based on the player's operations.

[0142] The storage setting unit 224 sets the storage object by selecting the NPC to be stored and the object to be the storage destination from among a plurality of NPCs and a plurality of objects based on the player's selection operation. When the storage object can store a plurality of sub-characters 5, the storage setting unit 224 can select a plurality of NPCs to be stored. More specifically, the storage setting unit 224 sets the association between the sub-character 5 and the storage object 7 and creates the set storage object 8.

[0143] The item setting unit 226 associates a given item with a stored object and / or an NPC stored in the stored object based on the player's operation input. More specifically, the item setting unit 226 performs usage settings for the sub-character item 21 (see FIG. 7) for the sub-character 5 and the stored object item 22 (see FIG. 8) for the stored object 7.

[0144] In addition to the above-described functions, the preparation setting unit 220 can set a game space to be used for game play from among a plurality of game spaces (also referred to as game stages) based on the player's operation input.

[0145] The flight control unit 230 performs control to fly a stored object in which an NPC is stored until a given flight end condition is satisfied based on the player's action operation. More specifically, the flight control unit 230 performs a change in flight control settings based on the combination of the stored object 7 and the sub-character 5 combined as the set stored object 8, and movement control of the set stored object 8 based on the changed flight control settings.

[0146] For example, the flight control unit 230 changes the flight control settings of the set stored object 8 to be thrown. Then, based on the changed flight settings, a flight destination and a flight path to reach there are determined based on the specifications of each throw at that time (such as the throwing direction and throwing force referred to in this embodiment). These are the predicted flight destinations and the basis for determining the predicted trajectory. Then, based on the specifications at the time when an action operation is performed, the flight destination and flight path are determined, and the set stored object 8 is moved and controlled to head toward the flight destination along the determined flight path.

[0147] The prediction display control unit 236 performs control to display a prediction display indicating the predicted trajectory 30 and / or the predicted flight destination 32 of the flight control. The display control of the predicted flight destination 32 also serves as a prediction display of the enemy character 6 to be targeted when the sub-character 5 appears.

[0148] The sub-character appearance control unit 240 controls to cause an NPC stored in the storage object that satisfies the flight end condition to appear. For example, the sub-character appearance control unit 240 performs the release and appearance control of the sub-character 5.

[0149] The sub-character automatic control unit 250 automatically controls the NPC appeared by the sub-character appearance control unit 240 to perform a given action toward the enemy character. However, it can be automatically controlled only until the set time limit for the NPC elapses. For example, the automatic action control of the sub-character 5 is performed.

[0150] And the sub-character automatic control unit 250 changes the action control setting related to its automatic control based on the NPCs that make up the set storage object and the storage object. For example, the action control setting is changed based on the sub-character 5 and the storage object 7 that make up the set storage object 8.

[0151] More specifically, the sub-character automatic control unit 250 can change the action control setting related to the automatic control based on at least any one of a) the NPC stored in the storage object, b) the combination of the NPCs if there are a plurality of stored NPCs, c) the object selected as the storage object, and d) the combination of the object used as the storage object and the stored NPC.

[0152] Also, the sub-character automatic control unit 250 can change the action control setting based on e) the character regarded as the player character, and f) the item when an item is associated with the storage object and / or the NPC stored in the storage object.

[0153] Also, the sub-character automatic control unit 250 can also determine whether to change the action control setting related to the automatic control, or the degree of change, based on whether the flown storage object has contacted the enemy character.

[0154] Further, the sub-character automatic control unit 250 can change the action control settings related to automatic control based on the relative positional relationship between the position of the appeared NPC and the position of the enemy character.

[0155] The progress control unit 260 changes the parameter values of the storage object by progress control such as ability improvement, enhancement, level-up, etc. of the storage object. Further, the parameter values of the NPC can be changed by progress control such as ability improvement, enhancement, level-up, etc. of the NPC.

[0156] During the automatic control by the sub-character automatic control unit 250, the viewpoint switching control unit 262 can switch to the viewpoint based on the NPC being automatically controlled, based on a viewpoint switching operation for switching the viewpoint of the game screen by the player. For example, the viewpoint switching control unit 262 performs display of the viewpoint switching operation icon 15 (see FIG. 13) and switching control of the viewpoint of the game screen according to the operation on the operation icon.

[0157] The timing unit 288s performs timing of the current date and time, limit time, etc. using the system clock.

[0158] The sound generation unit 290s is realized by execution of an IC or software for generating and decoding audio data, and generates or decodes audio data such as operation sounds and BGM related to system management and game play of the server system 1100. Then, the audio signal related to system management is output to the sound output unit 390s.

[0159] The sound output unit 390s emits the audio signal. In the example of FIG. 1, the speakers (not shown) provided in the main body device 1101 and the touch panel 1108 correspond to this.

[0160] The image generation unit 292s can generate images related to the system management of the server system 1100, game images (or data for displaying game images on the user terminal 1500), and the like. Then, the images related to the system management can be output to the image display unit 392s.

[0161] The image display unit 392s displays various images for system management based on the image signals input from the image generation unit 292s. For example, it can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of FIG. 1, the touch panel 1108 corresponds to this.

[0162] The communication control unit 294s executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394s.

[0163] The communication unit 394s connects to the communication line 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack and a control circuit of a wired communication cable, etc. In the example of FIG. 1, the communication device 1153 corresponds to this.

[0164] The server storage unit 500s stores programs and various data for realizing various functions for the server processing unit 200s to integrally control the server system 1100. Also, it is used as a working area for the server processing unit 200s and temporarily stores calculation results and the like executed by the server processing unit 200s according to various programs. This function is realized by, for example, an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, an online storage, etc. In the example of FIG. 1, the storage medium such as the IC memory 1152 and the hard disk mounted on the main body device 1101, and the storage 1140 correspond to this.

[0165] FIG. 15 is a diagram showing examples of programs and data stored in the server storage unit 500s in the present embodiment. The server storage unit 500s in the present embodiment stores a server program 501, a distribution game client program 502, sales management data 509, game space initial setting data 510, enemy character initial setting data 512, item initial setting data 516, main character initial setting data 518, sub-character initial setting data 520, stored object initial setting data 540, flight control setting change pattern definition data 570, and action control setting change pattern definition data 580.

[0166] In addition, the server storage unit 500s stores user management data 600, play data 700, and the current date and time 800 as data that is sequentially generated and managed in relation to the game. The server storage unit 500s can also appropriately store other programs and data (for example, timers, counters, various flags, etc.).

[0167] The server program 501 is a program for realizing the functions of the user management unit 202, the online shopping management unit 204, and the game management unit 210 when read and executed by the server processing unit 200s (see FIG. 14).

[0168] The distribution game client program 502 is the original of the game client program provided to the user terminal 1500.

[0169] The sales management data 509 stores data for defining and managing products sold through online shopping. For example, it stores the items that can be purchased, the inventory quantity, and the charging price (corresponding to the amount withdrawn from the payment medium in the present embodiment) in association with each other.

[0170] The game space initial setting data 510 is prepared for each game space and stores various initial setting data related to the game space. One game space initial setting data 510 includes a game space ID, map data, setting data for the terrain type at each position in the map, enemy character appearance settings, storage object granting conditions, sub-character granting conditions, item granting conditions, and the like.

[0171] The storage object granting conditions, sub-character granting conditions, and item granting conditions define the conditions that should be satisfied in order to grant a new storage object, a new sub-character, or a new item to the player in the game space.

[0172] The enemy character initial setting data 512 is prepared for each type of enemy character and stores various initial setting data related to the enemy character. For example, one enemy character initial setting data 512 includes an enemy character type, ability parameter values, and action type data that defines the action type. Of course, other data can also be included as appropriate.

[0173] The item initial setting data 516 is prepared for each item and stores various initial setting data related to the item. For example, one item initial setting data 516 stores an item type and definition data for the action effect. If the item is an item 22 for storage objects (see Fig. 8), the target of the action effect is mainly the flight control setting. The data defines which parameter among the flight control settings is the target of the action effect and the degree of value change due to the action effect. Note that not only the flight control setting but also the action control setting can be included. Similarly, if the item is an item 21 for sub-characters (see Fig. 7), the target is mainly the action control setting, but the flight control setting can also be included.

[0174] The main character initial setting data 518 is prepared for each type of the main character 3 (see Fig. 3), and stores various initial setting data related to the main character. For example, one piece of main character initial setting data 518 stores information such as the character type, the initial ability parameter values of the character, and the like. Of course, it is assumed that it also includes various data necessary for displaying and operating the character on the game screen (for example, character model data, motion data, texture data, etc.).

[0175] The sub-character initial setting data 520 is prepared for each type of the sub-character 5 (see Fig. 3), and stores various initial setting data related to the sub-character. One piece of sub-character initial setting data 520 includes, for example, as shown in Fig. 16, a sub-character type 521, a sub-character attribute 522, an initial character growth level 523, an initial character experience value 524, and an initial action control setting 530. Of course, it is assumed that it also includes various data necessary for displaying and operating the character on the game screen (for example, character model data, motion data, texture data, etc.).

[0176] The initial action control setting 530 includes, for example, an initial ability parameter value list 531, initial movement restriction items 532, an initial weight equivalent parameter value 533, initial action type definition data 534, and the like. Of course, other data can also be appropriately included.

[0177] The initial action type definition data 534 is data related to the initial setting of the automatic control of the character, and includes an initial action type 535, an initial attack content 536, and an initial action restriction time 539. Of course, other data can also be appropriately included.

[0178] The initial action type 535 indicates the types or action patterns of actions that the sub-character can perform in the initial setting state. For example, search attack, defense, ally protection, etc. are set. Then, the sub-character is automatically controlled according to an algorithm corresponding to the set action type.

[0179] The initial attack content 536 defines what content is to be carried out in the attack included in the action indicated by the initial action type 535. For example, it includes the initial attack part ratio 537 and the initial attack type 538. Of course, other data can also be included as appropriate.

[0180] The initial attack part ratio 537 defines the ratio, proportion, or weighting for preferentially targeting each part of the enemy character 6 as the attack target part. The sub-character is automatically controlled to preferentially attack that part the higher the ratio.

[0181] The initial attack type 538 defines the content of the attack method. For example, "standard attack priority" that prioritizes the standard attack that mainly uses the standard attack method for the sub-character, "special attack priority" that prioritizes the special attack that is more powerful although the number of uses and usage conditions are more stringent than the standard attack, close-range attack priority, long-range attack priority, etc. can be set.

[0182] The initial action limit time 539 defines the initial setting of the limit time related to the automatic control of the sub-character. In this embodiment, it is the time from when the sub-character appears until it becomes unable to act, that is, the movable time. Of course, it can also be a limit time with other meanings. For example, it can be the movable time per action (for example, in a turn-based game, if the rule is that 1 character can perform 1 action per turn, it is equivalent to per turn).

[0183] Returning to FIG. 15, the storage object initial setting data 540 is prepared for each type of storage object and stores various initial setting data related to the storage object. One storage object initial setting data 540 includes, for example, as shown in FIG. 17, the storage object type 541, the storage object attribute 542, the initial storage object level 543, the initial storage object experience value 544, and the initial flight control setting 550. Of course, other data can also be included as appropriate.

[0184] The initial flight control setting 550 includes an initial storable upper limit number 553, an initial simultaneous throwable number 554, an initial release condition 555, an initial flight possible distance 560, an initial flight altitude 561, an initial flight path type 562, an initial error 563, an initial bounce presence / absence setting 564, an initial adhesion presence / absence setting 565, and an initial weight equivalent parameter value 566. Of course, other data can also be included as appropriate.

[0185] Returning to FIG. 15, the flight control setting change pattern definition data 570 is prepared for each change pattern of the flight control setting and stores various definition data related to the change pattern. One flight control setting change pattern definition data 570 includes, for example, as shown in FIG. 18, a change execution requirement 571 and change content data 573.

[0186] The change execution requirement 571 defines the requirements for the selection and application of the change pattern definition data. In this embodiment, it is described by the AND or OR of a plurality of conditions. The types of conditions used in the description can be set as appropriate. In this embodiment, the change execution requirement 571 is described by combining one or more of a game space ID condition 571a, a player character type condition 571b, a stored object type condition 571c, a stored object attribute condition 571d, a stored object level condition 571e, a sub-character type condition 571f, a sub-character attribute condition 571g, and a sub-character level condition 571h. Note that the setting of each of these conditions can include "none".

[0187] The change content data 573 is prepared for each content to be changed when the change pattern definition data is applied, and the flight control setting item to be changed and its change content are stored in association with each other.

[0188] Returning to FIG. 15, the action control setting change pattern definition data 580 is prepared for each change pattern of the action control setting and stores various definition data related to the change pattern. One action control setting change pattern definition data 580 includes, for example, as shown in FIG. 19, a change execution requirement 581 and change content data 583.

[0189] The change implementation requirement 581 defines the requirements for the selected and applied change pattern definition data. In this embodiment, it is described by the AND or OR of a plurality of conditions. The types of conditions used in the description can be set as appropriate. In this embodiment, the change implementation requirement 581 is described by combining one or more of the game space ID condition 581a, the player character type condition 581b, the stored object type condition 581c, the stored object attribute condition 581d, the stored object level condition 581e, the sub-character type condition 581f, the sub-character attribute condition 581g, the sub-character level condition 581h, the enemy character contact presence / absence condition 581j, the enemy character relative position condition 581k, the enemy character type condition 581m, the collision part condition 581n, and the appearance terrain type condition 581p. Note that the setting of each of these conditions may include "none".

[0190] The sub-character type condition 581f can set the type of the sub-character 5 in single or multiple. The case of single setting can be used when the change pattern is to be applied when it corresponds regardless of the number of sub-characters 5 stored in the stored object 7. The case of multiple setting can be used when the combination of sub-characters 5 stored in the stored object 7 corresponds and the change pattern is to be applied.

[0191] The enemy character contact presence / absence condition 581j is a condition regarding the presence or absence of a history of whether the flown set stored object 8 has contacted the enemy character 6 until it satisfies the flight end condition.

[0192] The enemy character relative position condition 581k defines the condition regarding the relative position relationship with the enemy character 6. The relative position relationship for describing this condition can be set as appropriate, and the condition can be described with a single or multiple relative position relationships. For example, based on the appeared sub-character 5, proximity where it is in a state of being able to contact or perform a close-range attack on the enemy character 6, within the attackable range of the enemy character 6, outside the attackable range of the enemy character 6, the enemy character 6 is beyond an obstacle, relative azimuth range, relative distance range, etc. can be used in the description.

[0193] The enemy character type condition 581m is a condition regarding the type of the enemy character 6 that the set storage object 8 (the storage object 7 storing the sub-character 5) flew and collided with.

[0194] The collision part condition 581n is a condition regarding the part of the enemy character 6 that the set storage object 8 flew and collided with.

[0195] The appeared terrain type condition 581p is a condition regarding the type of the terrain at the position where the set storage object 8 flew and collided, or at the position where the sub-character 5 appeared.

[0196] The change content data 583 is prepared for each content to be changed when the change pattern definition data is applied, and the change target action control setting item and its change content are stored in association.

[0197] Therefore, by appropriately setting the change execution requirement 581 and the change content data 583, the actions and abilities of the sub-character 5 after appearance can be changed in various ways. For example, when the set storage object 8 collides with an enemy character 6 of type A and the sub-character 5 appears, and when it collides with an enemy character 6 of type B and appears, even if the same sub-character 5 appears, the pattern of automatic action control and the attack ability after appearance can be made different. Also, even when colliding with the same enemy character 6, the pattern of automatic action control and the attack ability after appearance can be made different depending on which part of the enemy character 6 the storage object 7 collides with.

[0198] By appropriately combining the change implementation requirement 581 and the change content data 583 and describing them, it becomes possible to change the action control settings in various ways under various conditions. For example, the following action control settings can be made. 1) By including the enemy character contact presence / absence condition 581j of "contact present" in the change implementation requirement 581, when the set storage object 8 hits the enemy character 6, it is possible to set whether to change the action control settings related to automatic control, in other words, whether to apply the change pattern. And with the change content in the change content data 583, the degree of change can be set.

[0199] 2) In the change content data 583, if the ability parameter value (corresponding to the initial ability parameter value list 531 in FIG. 17) is set as the change target action control setting item, when the change implementation requirement 581 is satisfied, a specific ability of the sub-character 5 can be changed.

[0200] 3) In the change content data 583, if the movement restriction item (corresponding to the initial movement restriction item 532 in FIG. 17) is set as the change target action control setting item, when the change implementation requirement 581 is satisfied, it becomes possible to release or increase the movement restriction.

[0201] 4) In the change content data 583, if the weight equivalent parameter value (corresponding to the initial weight equivalent parameter value 533 in FIG. 17) is set as the change target action control setting item, when the change implementation requirement 581 is satisfied, the sub-character 5 can be made lighter and the flight possible distance of the set storage object 8 of the sub-character can be extended.

[0202] 5) In the change content data 583, if the action type (corresponding to the initial action type definition data 534 in FIG. 17) is set as the change target action control setting item, when the change implementation requirement 581 is satisfied, the content of the automatic action of the sub-character 5, especially the content of the attack action, can be changed.

[0203] Of course, the conditions included in the change implementation requirement 581 can also be used alone. For example, if only the storage object type condition 581c is used, it is possible to set that when a specific storage object 7 is used, specific change contents will always be applied.

[0204] Returning to FIG. 15, the user management data 600 is prepared for each registered user and stores various data associated with an account, which is unique identification information. In this embodiment, for example, as shown in FIG. 20, one user management data 600 includes a unique user account 601, payment medium ledger data 602, play history data 603, and game save data 610. Of course, other data can also be included as appropriate.

[0205] The payment medium ledger data 602 is a so-called ledger that stores information associating the amount of replenishment / consumption of a payment medium for electronic payment (for example, virtual currency, in-game currency, specific items, specific parameter values such as action power, etc.) associated with the user, the reason for replenishment / consumption, and the change date and time. It can be read as charging history data or charging history information.

[0206] The play history data 603 is data that stores data describing when the game was played and what the play results were, etc. in the time series of play, and is automatically updated at the timing of login / logout.

[0207] The game save data 610 stores various data describing the play results and the state of game progress up to the previous game play. For example, it includes main character save data 612 owned, storage object save data 614 owned, sub-character save data 616 owned, and item data 618 owned. Of course, other data can also be included as appropriate.

[0208] Returning to FIG. 15, play data 700 is prepared for each game play executed on user terminal 1500, and stores various data describing the game progress situation and various information related to the display of the game screen, such as control data for each character. One play data 700 includes, for example, as shown in FIG. 21, a play start date and time 701, a player account 702 which is the user account of the user as the player, user terminal access information 703 for accessing the user terminal 1500 of the player, a used game space ID 704, player character control data 705, enemy character control data 706, configured storage object management data 710, predicted display control data 740, appeared sub-character automatic control data 750, and virtual camera control data 752. Of course, other data can also be appropriately included.

[0209] The player character control data 705 and the enemy character control data 706 are prepared for each of the player character 4 and the enemy character 6, and store various data (for example, position coordinates, posture, ability parameter values, motion control data of the character model, etc.) describing the latest state of the character in the game space.

[0210] The configured storage object management data 710 is created every time the player performs a setting operation on the combination of the sub-character and the storage object, that is, for each configured storage object, and stores various data related to the configured storage object.

[0211] One configured storage object management data 710 includes, for example, as shown in FIG. 22, a unique storage object ID 711, the latest flight control setting 712, an item ID 714 for the applicable storage object, storage character management data 720, a throwing vector 728, a flight destination coordinate 730, flight path data 731, a flight speed vector 732, position coordinates 734, a contact flag 736, and an open flag 738. Of course, other data can also be appropriately included.

[0212] The types of data included in the latest flight control setting 712 are the same as those in the initial flight control setting 550 (see FIG. 13). When the latest flight control setting 712 is initially set, the initial flight control setting 550 (see FIG. 17) of the storage object is copied, but it is changed according to the combination with the sub-character 5 or the like.

[0213] The item ID 714 for the applicable storage object is the item ID of the storage object item 22 associated with the storage object (see, for example, FIG. 8).

[0214] The storage character management data 720 is created for each sub-character combined with the set storage object and stores various data related to the sub-character. One storage character management data 720 includes, for example, a storage character ID 721, a latest action control setting 722, an applicable sub-character item ID 723, and an appearance date and time 724.

[0215] The types of data included in the latest action control setting 722 are the same as those in the initial action control setting 530 (see FIG. 12). When the latest action control setting 722 is initially set, the initial action control setting 530 (see FIG. 16) of the sub-character is copied, but it is changed according to the combination with the storage object 7 or the like.

[0216] The applicable sub-character item ID 723 is the item ID of the sub-character item 21 associated with the sub-character (see, for example, FIG. 7).

[0217] The throwing vector 728 stores the initial conditions of the throwing of the set storage object 8. In the present embodiment, it is a vector based on the throwing direction and the throwing force. In the present embodiment, the throwing direction is sequentially updated to coincide with the front direction of the player character 4 (the direction of the throwing direction marker 12; see FIG. 4). The throwing force is set to a predetermined initial value, but when a touch operation on the throwing force input bar 14 (see FIG. 4), that is, an input operation of the throwing force, is detected, it is updated to the throwing force corresponding to the touched position.

[0218] The destination coordinates 730 store the position coordinates of the game space that is the destination. However, when the flight path type of the set storage object 8 is set to the type that flies to track the enemy character 6 set (locked on) as the flight target, the position coordinates of the enemy character 6 that is the flight target, or the pointer storing the position coordinates thereof, are stored.

[0219] The flight path data 731 is a function indicating the path along which the set storage object 8 flies or a list of coordinate values of passing points. It is created together with the start of throwing of the set storage object 8 and will be controlled to move along the path of this data. The path may be obtained by physical calculations or pseudo-physical calculations, etc., or a function such as a predefined pseudo-parabola may be applied.

[0220] The contact flag 736 indicates whether the set storage object 8 of the management data has contacted the enemy character 6. The initial value at the start of flight control is "0 (no contact)", and it is automatically changed to "1 (contact)" when contacting the enemy character 6.

[0221] The release flag 738 is changed to "0" when the state of storing the sub-character 5 in the set storage object 8 is "1", the release condition included in the latest flight control setting 712 (the initial release condition 555 (see FIG. 17) is copied as it is or modified) is satisfied, and the stored sub-character 5 is released and appears in the game space.

[0222] The automatic control data 750 for the sub-character that has already appeared is created when the sub-character 5 is released from the set storage object 8 and appears in the game space. It stores various data (for example, position coordinates, posture, ability parameter values, motion control data of the character model, remaining movable time (remaining time of the action limit time), etc.) describing the latest state of the sub-character.

[0223] The virtual camera control data 752 is prepared for each virtual camera and stores various parameter values that describe the latest state of the virtual camera. One virtual camera control data 752 stores data such as a unique virtual camera ID, a corresponding character ID indicating which character's perspective the virtual camera is set as, position coordinates and orientation in the game space, and a field of view angle. In this embodiment, for the player perspective virtual camera 41 (see FIG. 13), it has been created since the beginning of the game. However, every time the sub-character 5 appears in the game space, data for the sub-character perspective virtual camera 42 associated with the sub-character is created.

[0224] FIG. 23 is a functional block diagram showing an example of the functional configuration of the user terminal 1500 in this embodiment. The user terminal 1500 of this embodiment includes an operation input unit 100, a terminal processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.

[0225] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by the player to the terminal processing unit 200. For example, it can be realized by a push switch, a joystick, a touch pad, a trackball, an acceleration sensor, a gyro, a CCD module, etc. The direction input key 1502, the button switch 1504, and the touch panel 1506 in FIG. 2 correspond to this.

[0226] The terminal processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU and an IC memory, and performs input / output control of data with each functional unit including the operation input unit 100 and the terminal storage unit 500. Then, based on a predetermined program, data, an operation input signal from the operation input unit 100, and various data received from the server system 1100, it executes various arithmetic processes to control the operation of the user terminal 1500. The control board 1550 in FIG. 2 corresponds to this. And the terminal processing unit 200 in this embodiment includes a user terminal arithmetic unit 280, a timing unit 288, a sound generation unit 290, and a communication control unit 294.

[0227] The user terminal arithmetic unit 280 includes an operation signal transmission control unit 281 and a game screen display control unit 282.

[0228] The operation signal transmission control unit 281 executes processes for transmitting various data and requests to the server system 1100 according to operations made to the operation input unit 100.

[0229] The game screen display control unit 282 performs control for displaying a game screen based on various data received from the server system 1100. In this embodiment, the configuration is such that a game space image (for example, a 3DCG image or the like) is generated by the server system 1100, but a configuration in which the game space image is generated by the user terminal 1500 is also possible. In that case, the game screen display control unit 282 will include, for example, control of objects arranged in a virtual three-dimensional space for generating 3DCG.

[0230] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of playing back voice files, etc., generates sound signals of sound effects, BGM, and various operation sounds related to the game based on the processing results by the game screen display control unit 282, and outputs them to the sound output unit 390.

[0231] The sound output unit 390 is realized by a device that outputs sound effects, BGM, etc. based on the sound signals input from the sound generation unit 290. The speaker 1510 in FIG. 2 corresponds to this.

[0232] The image display unit 392 displays various game images based on the image signals input from the game screen display control unit 282. For example, it can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In this embodiment, the touch panel 1506 in FIG. 2 corresponds to this.

[0233] The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394. The communication unit 394 is connected to the communication line 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc., and the wireless communication module 1553 in FIG. 2 corresponds to this.

[0234] The terminal storage unit 500 stores a program for realizing various functions for integrally controlling the user terminal 1500 by the terminal processing unit 200, various data, etc. Further, it is used as a work area of the terminal processing unit 200, and temporarily stores calculation results executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, etc. Such functions are realized by, for example, an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD. The IC memory 1552 and the memory card 1540 mounted on the control board 1550 in FIG. 2 correspond to this.

[0235] The terminal storage unit 500 of the present embodiment stores the game client program 504. Of course, other programs and data can also be stored as appropriate.

[0236] The game client program 504 is application software for realizing the function as the user terminal calculation unit 280 when read and executed by the terminal processing unit 200. In the present embodiment, it is a copy of the distribution game client program 502 (see FIG. 15) provided from the server system 1100.

[0237] Note that the game client program 504 may be a dedicated client program according to the technical method for realizing an online game, or may be configured by a web browser program and a plugin for realizing interactive image display.

[0238] [Description of operation] Next, the processing flow in the server system 1100 will be described. The processing flow described here is realized by the server processing unit 200s executing the server program 501.

[0239] Figures 24 to 25 are flowcharts for explaining the processing flow in the server system 1100 related to one game play. The server system 1100 accepts the selection of the game space to be used and the selection of the main character 3 to be the player character 4 (step S10). For example, regarding the game space to be used, on the user terminal 1500, the game spaces defined by the game space initial setting data 510 are presented in a selectable manner, and a selection operation for which one to play is accepted. Regarding the player character 4, a list of the main characters 3 owned by the player is presented in a selectable manner, and a selection operation is accepted.

[0240] Next, the server system 1100 sets the set storage objects 8 that the player character 4 is to hold from the beginning of the game play (step S12). Specifically, a predetermined number of set storage objects 8 can be set, and a storage setting process is executed for each of them.

[0241] Figure 26 is a flowchart for explaining the flow of the storage setting process. In the same process, the server system 1100 first accepts the selection of the sub-character 5 to be combined and the storage object 7 (step S50). Specifically, on the user terminal 1500, the player's unused sub-characters 5 and storage objects 7 (those without the set storage object management data 710: see Fig. 22) are extracted and presented as selectable. At this time, when there are multiple initial storage limits 553 (see Fig. 17) for the selected storage object 7, multiple sub-characters 5 to be combined can be accepted for selection with this as the upper limit. As a result, the primary setting of the set storage object 8 is made, and new set storage object management data 710 is created in the play data 700 (see Fig. 21).

[0242] Next, the server system 1100 initializes the latest flight control settings 712 and the latest action control settings 722 according to the combination of the sub-character 5 and the storage object 7 (step S52; see Fig. 22). Specifically, the initial flight control settings 550 (see Fig. 17) of the selected storage object 7 are copied to the latest flight control settings 712, and the initial action control settings 530 (see Fig. 16) of the selected sub-character 5 are copied to the latest action control settings 722 and initialized.

[0243] Next, the server system 1100 changes the initialized latest flight control settings 712 and the latest action control settings 722 based on the flight control setting change pattern definition data 570 (see Fig. 18) and the action control setting change pattern definition data 580 (see Fig. 19) (step S54). When the storage setting process is executed in step S12, the initial conditions regarding the flight of the set storage object 8 to be set remain unset. Therefore, among the action control setting change pattern definition data 580 (see Fig. 19), the change patterns including the enemy character contact presence / absence condition 581j and the enemy character relative position condition 581k are not applied at this stage.

[0244] Then, the server system 1100 causes the user terminal 1500 to display a notification to the player regarding how the latest flight control settings 712 and the latest action control settings 722 are set (step S56). By viewing this notification display, the player can determine whether the combination to be created this time is appropriate.

[0245] If the player is not satisfied after viewing this notification display, the player can adjust the parameter values related to this combination by using an item. That is, when the user terminal 1500 detects an operation of using an item that has the effect of changing either the flight control settings or the action control settings (NO in step S58 → YES in step S60), the server system 1100 associates the used item with the usage destination (storage object 7, sub-character 5) (step S62). Then, based on the effect of the used item, the server system 1100 changes the latest flight control settings 712 and the latest action control settings 722 (step S64), and returns to step S56. If an operation to change the combination of the sub-character 5 and the storage object 7 is detected (YES in step S66), the process returns to step S52.

[0246] Then, when the user terminal 1500 detects an input of a predetermined storage setting completion operation (YES in step S58), the server system 1100 ends the storage setting process.

[0247] Returning to FIG. 24, next, the server system 1100 starts the progress control of the game play (step S70). That is, background objects are arranged in the virtual three-dimensional space to form a game space, and the player character 4 and the enemy character 6 are arranged. Then, the player character 4 is operated according to the operation input of the player character 4, and the automatic control of the enemy character 6 is started. In addition, other controls that are basically required for the progress control of the battle game are appropriately started.

[0248] After the start of game play, if an acquisition operation (e.g., purchase by online shopping, etc.) of a predetermined sub-character 5 or storage object 7 is performed on the user terminal 1500 (YES in step S72), the server system 1100 executes an acquisition process of the storage object 7 (step S74).

[0249] Also, after the start of game play, if the game progress status satisfies the storage object granting conditions and sub-character granting conditions (refer to the game space initial setting data 510 in FIG. 15) in the game space indicated by the used game space ID 704 (YES in step S76), the server system 1100 grants a new sub-character 5 and storage object 7 to the player according to the satisfied conditions (step S78).

[0250] In this way, according to the present embodiment, the player can obtain an opportunity to obtain materials for using the sub-character 5 even during game play. In a conventional fighting game in which a sub-character can be used, only the pre-prepared sub-characters can be used in game play. Therefore, depending on the player, the game may not proceed as the strategy or tactic assumed by the player early in the game, and the player may simply abandon or reset the game play. However, in the present embodiment, since there is a degree of freedom to take the next move according to the battle situation of the battle, the fun of aiming for a comeback during game play is born.

[0251] Now, after the start of game play, if a predetermined storage setting start operation is input on the user terminal (YES in step S90), the server system 1100 executes a storage setting process (step S91).

[0252] Then, during game play, when a predetermined pre-flight operation input is detected on the user terminal 1500 (YES in step S92), the server system 1100 starts control to sequentially align the direction of the throwing vector 728 (refer to FIG. 22) with the front direction of the player character 4 (step S93).

[0253] Next, the server system 1100 causes the user terminal 1500 to display the set storage object list 10 (see FIG. 4), and accepts a selection operation of the set storage object 8 to be thrown (step S94). At this time, if there are a plurality of the latest flight control settings 712 of the selected set storage object 8 (a copy value of the initial simultaneous throwable number 554 in FIG. 17 or a value changed later), a plurality of selections are accepted.

[0254] Next, the server system 1100 causes the user terminal 1500 to display the throw force input bar 14 (see FIG. 4), and starts sequentially adjusting the magnitude of the throw vector 728 according to a touch operation on the bar (step S96).

[0255] Moving on to FIG. 25, the server system 1100 starts sequentially adjusting the flight path and the flight destination according to the specifications of the latest throw (step S98). Specifically, based on the latest throw vector 728 and the flight path type in the latest action control setting 722 (see the initial flight path type 562 in FIG. 17), the flight destination coordinates 730 and the flight path data 731 are tentatively determined (see FIG. 22). And every time the throw vector 728 is updated, it is repeated to update the flight destination coordinates 730 and the flight path data 731.

[0256] Next, the server system 1100 updates the latest flight control setting 712 and the latest action control setting 722 (see FIG. 22) (step S100). That is, the steps corresponding to step S54 of the storage setting process are performed again here, and among the action control setting change pattern definition data 580 (see FIG. 19), change patterns including the enemy character contact presence / absence condition 581j and the enemy character relative position condition 581k are applied.

[0257] Then, the server system 1100 starts various prediction displays such as the predicted trajectory 30, the predicted flight destination 32, and the action control setting information prediction display 34 within the game screen (step S102; see FIG. 6). The predicted flight destination 32 represents, with a predetermined object, a range corresponding to the initial error (a copy or modified value of the initial error 563 in FIG. 17) included in the latest flight control setting 712, centered on the flight destination coordinates 730. The predicted trajectory 30 is represented by setting an object that connects the flight destination coordinates 730 from the player character 4 via the path indicated by the flight route data 731.

[0258] The action control setting information prediction display 34 displays the content of the latest action control setting 722 (see FIG. 22). It may be text-displayed or displayed with a predetermined icon. It is preferable to perform automatic scrolling as appropriate according to the amount of the display content. Of course, these prediction displays are redisplayed each time the flight destination coordinates 730 and the flight route data 731 are updated.

[0259] Then, the server system 1100 starts accepting throwing-related operation inputs in a format based on the prediction display (step S104).

[0260] Specifically, as a guide display for correcting the throwing direction, scale marks are displayed along the up, down, left, and right directions of the game screen centered on the displayed predicted flight destination 32 and predicted trajectory 30 (see FIG. 4). When a predetermined direction change operation is detected, a guide display can be performed such that the throwing direction is changed by one scale mark in the operated direction.

[0261] Similarly, on the throwing force input bar 14 (see FIG. 4), a marker indicating the current position of the throwing force for correction and scale marks can be displayed in the strong and weak directions as a guide display for correction. When a predetermined force change operation is detected, the throwing force is changed by one scale mark in the operated direction.

[0262] Regarding the lock-on marker 19 (see FIG. 7), another marker indicating that it is a selection candidate for other flying target candidates may be displayed around the current lock-on marker 19. When a predetermined target change operation is detected, the setting of the flying target candidate may be switched to the enemy character 6 with another marker attached in the operated direction.

[0263] Player 2 can adjust the throwing direction and throwing force by changing the front direction of the player character 4, etc. if the predicted flying destination 32 or the predicted trajectory 30 is not as expected (NO in step S110). If the prediction display is as expected, a predetermined action operation is input to cause the player character 4 to throw the selected set storage object 8.

[0264] When the server system 1100 detects the input of a predetermined action operation at the user terminal 1500 (YES in step S110), the set storage object 8 selected and accepted in step S94 is caused to appear in the game space, and the control of the flying display is started (step S112). The flight control continues until each satisfies the flight end condition. In the present embodiment, the flight end condition is that the flying set storage object 8 comes into contact with the enemy character 6 or other objects. For the set storage object 8 being flight-controlled, contact with the enemy character 6 is determined one by one, and when contact occurs, the contact flag 736 is changed to "1".

[0265] Note that in steps S92 to S104, a predetermined flight cancel operation can be appropriately accepted.

[0266] Next, if there is a set storage object 8 that satisfies the flight end condition and whose release condition (the same as or changed from the initial release condition 555 in FIG. 17) is satisfied (YES in step S120), the server system 1100 updates the latest action control setting 722 of the sub-character 5 stored in the set storage object 8 (step S122).

[0267] Then, the sub-character 5 stored in the set storage object 8 is made to appear in the game space, and based on the latest action control setting 722 of the sub-character 5, the automatic control of the sub-character is started (step S124). Accordingly, with the start of the automatic control, the server system 1100 creates appearance-completed sub-character automatic control data 750 in the play data 700 (see FIG. 21), stores various data describing the latest situation by the automatic control here, and updates it one by one.

[0268] The sub-character 5 for which the automatic control has been started remains actionable and is automatically controlled until the action limit time (movable time) is reached, or until the sub-character 5 that has already appeared also receives damage when attacked by the enemy character 6 and the received damage reaches the durability value which is one of the ability parameter values. Regarding the determination based on the action limit time (movable time), when the sub-character appears, the current date and time 800 is copied to the appearance date and time 724 of the stored character management data 720 (see FIG. 22), and thereafter, the determination is made based on the time elapsed / time difference from this appearance date and time 724 to the current date and time 800.

[0269] Also, with the new appearance of the sub-character 5, the server system 1100 additionally sets the sub-character viewpoint virtual camera 42 (see FIG. 13) corresponding to the sub-character, displays the viewpoint switching operation icon 15 in the game screen, and enables the reception of the viewpoint switching operation (step S126).

[0270] Then, during the game play, when an operation on the viewpoint switching operation icon 15 (15a, 15b) is detected (YES in step S130), the server system 1100 executes the viewpoint switching process (step S132). That is, the display is switched so that the image of the game space with the virtual camera corresponding to the operated viewpoint switching operation icon 15 as the viewpoint is used as the game screen.

[0271] The server system 1100 repeatedly executes steps S72 to S140 until the game end condition is satisfied (NO in step S140). If the game end condition is satisfied (YES in step S140), progress control of the sub-character 5 and the storage object 7 is performed (step S142). Specifically, experience points are given to the sub-character 5 and the storage object 7 of the set storage object 8 that has been thrown, and the sub-character level and the storage object level are changed according to the accumulated experience points. Note that the progress control may be limited to either the sub-character 5 or the storage object 7. Also, the target of progress may be limited to the set storage object 8 that has been thrown and satisfies the release condition.

[0272] Next, the server system 1100 gives a bonus to the player according to the play result (step S144). For example, it may be given as the main character 3, the sub-character 5, the storage object 7, or an item. Also, a new game space can be opened for play.

[0273] Then, the server system 1100 updates the play history (step S146) and ends the series of processes.

[0274] As described above, according to the present embodiment, in a combat video game that uses a sub-character, which is an NPC that allies with the main character operated by the player, a technique for adding new interest can be provided.

[0275] That is, the player sets the set storage object 8 by performing an operation of storing the sub-character 5 in the storage object 7, and instructs the player character 4 to throw it. Then, a new style of combat game can be realized in which the sub-character 5 is controlled to appear at the throwing destination and the appeared sub-character 5 is controlled to engage in battle with the enemy character 6.

[0276] The flight control settings related to the movement control of the thrown set storage object 8 and the action control settings related to the automatic control of the sub-character 5 released / appeared from the set storage object 8 are changed according to the combination of the sub-character 5 and the storage object 7. Therefore, the player can enjoy the fun of thinking about tactics such as which sub-character 5 to combine with which storage object 7 and how to use them in which scene.

[0277] Moreover, the flight control settings and the action control settings are also changed depending on the main character 3 as the player character 4, the type of game space to play, the use of items, etc. Especially for the sub-character 5, the content and ability of how to attack the enemy character 6 will vary, so the tactical thinking will be deeper, and it will become a game with excellent elements that never get boring.

[0278] 〔Second Embodiment〕 Next, a second embodiment to which the present invention is applied will be described. This embodiment is basically realized in the same manner as the first embodiment, but the difference is that the processing entity of game management is the user terminal 1500. Hereinafter, mainly the differences from the first embodiment will be described, and the same reference numerals will be given to the same components as in the first embodiment, and the description thereof will be omitted.

[0279] The game system 1000 of this embodiment is realized in the same manner as the first embodiment. Also, from the functional configuration of the server system 1100 of this embodiment, the game management unit 210 is omitted.

[0280] FIG. 27 is a functional block diagram showing an example of the functional configuration of the user terminal 1500B in this embodiment. In the user terminal 1500B of this embodiment, the user terminal arithmetic unit 280 is omitted, and instead, it has a game management unit 210 and an image generation unit 292. The user terminal 1500B can be said to be a device called a game device.

[0281] The image generation unit 292 generates data for displaying the game screen on the image display unit 392 and outputs an image signal to the image display unit 392.

[0282] That is, in the present embodiment, the user terminal 1500B executes arithmetic processing related to game management by itself, controls the game progress, generates an image of the game screen, and controls the audio reproduction. However, the use of online shopping, login / logout as a registered user, management of play history, etc. are performed in the same manner as in the first embodiment. However, this does not apply when the user terminal 1500 functions as a stand-alone game machine, that is, when realizing a battle game as an offline game.

[0283] FIG. 28 is a diagram showing an example of programs and data stored in the terminal storage unit 500 of the user terminal 1500B according to the present embodiment. The terminal storage unit 500 of the present embodiment stores a game program 505. The game program 505 is a program for causing the terminal processing unit 200 to realize the function as the game management unit 210. Its original may be stored as a game program for distribution in the server system 1100 and downloaded as appropriate.

[0284] In addition, as the game management unit 210 is processed in the user terminal 1500B, the terminal storage unit 500 of the present embodiment stores game space initial setting data 510, enemy character initial setting data 512, item initial setting data 516, main character initial setting data 518, sub-character initial setting data 520, stored object initial setting data 540, flight control setting change pattern definition data 570, and action control setting change pattern definition data 580. The originals of these are stored in the server system 1100 of the present embodiment, and may be configured to be downloaded as necessary. Also, play data 700 is stored as data to be created / updated sequentially.

[0285] The flow of the process executed by the user terminal 1500 in this embodiment is basically the same as that in the server system 1100 in the first embodiment (see FIGS. 24 to 25). In accordance with the execution of the game management unit 210 on the user terminal 1500B, the execution entity of each step may be appropriately read as the user terminal 1500B.

[0286] When executing a process that requires referring to and modifying the user management data 600 on the user terminal 1500B, the server system 1100 is appropriately requested to provide and collate necessary data. Alternatively, the process itself may be requested and handled. If the user terminal 1500 is to function as a stand-alone game machine, that is, when the battle game is realized as a non-online game, in the configuration where the user management data 600 is also managed on the user terminal 1500, the user management data 600 may also be stored in the terminal storage unit 500.

[0287] According to this embodiment, the same operational effects as those of the first embodiment can be obtained.

[0288] [Modification Example] Although the embodiments to which the present invention is applied have been described above, the applicable forms of the present invention are not limited to the above forms, and components can be added, omitted, or changed as appropriate.

[0289] [Modification Example 1] For example, in the above embodiment, an example of realizing an online game in a client-server type computer system has been given. However, it may also be realized in a computer system in which a plurality of user terminals 1500 (or user terminal 1500B), which can also be said to be game devices, are peer-to-peer connected. In that case, any one of the user terminals 1500 may be made to assume the function of the server system 1100 in the first embodiment. Alternatively, a configuration may be adopted in which the functions of the game management unit 210 are shared and borne by a plurality of user terminals 1500.

[0290] [Modification Example 2] In the above-described embodiment, the game genre is a battle game. However, the present invention can be similarly applied to any game that uses the sub-character 5.

[0291] [Modification Example 3] In addition, the changes to the flight control settings and the action control settings are not limited to the contents that are advantageous to the player as exemplified so far, and the contents that are disadvantageous can also be set.

[0292] [Modification Example 4] In the above-described embodiment, the change in the action pattern of the sub-character 5 is realized by changing the initial parameter values related to the action control based on, for example, the action control setting change pattern definition data 580 (see FIG. 19). However, it is not limited to this. For example, a plurality of patterns of the initial action type definition data 534 (see FIG. 16) may be prepared in advance, and it may be realized by specifying which pattern among them is to be applied in the action control setting change pattern definition data 580.

[0293] [Modification Example 5] The hardware configuration of the user terminals 1500 and 1500B is not limited to the above-described embodiment. For example, a game device 1400 in the form shown in FIG. 29 may be used as the user terminal 1500C.

[0294] The game device 1400 is a computer classified as a portable game device or a home game device, which is designed in consideration of portability and convenience during use. The game device 1400 includes a main body device 1401 and at least one detachable game controller 1460 (right game controller 1460R, left game controller 1460L).

[0295] The main body device 1401 includes a touch panel 1406 that functions as an image display device and a contact position input device, a connector 1407, a built-in battery 1409, a speaker 1410, and a control board 1450. In addition, a power button, a volume adjustment button, etc. are appropriately provided.

[0296] The connector 1407 is provided at each of the left and right ends of the main body device 1401 corresponding to the right game controller 1460R and the left game controller 1460L. Then, it is connected to the connectors of the right game controller 1460R and the left game controller 1460L to realize communication between the game controller and the main body device 1401.

[0297] The control board 1450 is equipped with various processors such as a CPU (Central Processing Unit) 1451, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1452 such as VRAM, RAM, and ROM, a communication module 1453 for wireless communication with other devices having a mobile phone base station, a wireless LAN base station, and a short-range wireless device, an interface circuit 1457, and the like.

[0298] The interface circuit 1457 includes a driver circuit for the touch panel 1406, a circuit for transmitting and receiving signals with the right game controller 1460R and the left game controller 1460L via the connector 1407, an output amplifier circuit for outputting an audio signal to the speaker 1410, and the like.

[0299] These elements mounted on the control board 1450 are electrically connected via a bus circuit or the like, and are connected so as to enable reading and writing of data and transmission and reception of signals. Note that part or all of the control board 1450 may be configured by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip).

[0300] The control board 1450 stores programs and various data in the IC memory 1452, and implements various functions for executing the game of the present invention by performing arithmetic processing based on them.

[0301] The right game controller 1460R and the left game controller 1460L are designed such that the player can hold them in their right and left hands respectively. The right game controller 1460R and the left game controller 1460L each include a joystick 1461, a plurality of push switches 1462 serving as operation buttons, a vibrator 1463 which is a vibration generating device, a speaker 1464, a connector 1467, a controller control board 1470, and a built-in battery (not shown in the figure).

[0302] The controller control board 1470 includes a controller control IC 1471 corresponding to a processor for controlling the game controller, a communication module 1473, a three-axis acceleration sensor 1475, a three-axis gyro sensor 1476, and an interface circuit 1477.

[0303] Of course, other elements such as an image sensor module can also be appropriately included. Alternatively, by making some elements also serve the functions of other elements, the latter elements can be omitted. For example, a configuration in which the three-axis acceleration sensor 1475 and the three-axis gyro sensor 1476 are realized by one sensor, a configuration in which the controller control IC 1471 and the interface circuit 1477 are integrated, etc. are also possible.

[0304] The communication module 1473 realizes wireless communication with the communication module 1453 of the main body device 1401.

[0305] As shown in FIG. 30, the three-axis acceleration sensor 1475 of the right game controller 1460R constitutes a right-handed local coordinate system (Xr, Yr, Zr). Specifically, the right direction (the right side in FIG. 25) facing the front of the right game controller 1460R is the positive direction of the Xr axis, the upper side in the longitudinal direction of the controller (the upper side in FIG. 25) is the positive direction of the Yr axis, and the front normal direction of the controller, that is, the front side of the controller (the front side in FIG. 25) is the positive direction of the Zr axis.

[0306] The three-axis gyro sensor 1476 of the right game controller 1460R constitutes a right-handed local coordinate system (Xr·Yr·Zr) and is configured to detect the angular velocity around each axis of the three-axis acceleration sensor 1475 of the right game controller 1460R.

[0307] And at the left end of the right game controller 1460R, an attachment 1468 can be attached so as to cover the connector 1467. The right game controller 1460R is held by placing the right side of the controller against the thumb and the ball of the thumb of the right hand and wrapping the attachment 1468 of the controller with the index finger to the little finger. In other words, it is held by gripping it with one hand with the back side opposite to the front side facing the palm side.

[0308] Similarly, the three-axis acceleration sensor 1475 of the left game controller 1460L constitutes a left-handed local coordinate system (Xl·Yl·Zl). Specifically, the left direction (the left side in FIG. 30) facing the front of the left game controller 1460L is the positive direction of the Xl axis, the upper side in the longitudinal direction of the controller (the upper side in FIG. 30) is the positive direction of the Yl axis, and the normal direction of the front of the controller, that is, the front side in front of the controller (the front side in FIG. 30) is the positive direction of the Zl axis.

[0309] The three-axis gyro sensor 1476 of the left game controller 1460L constitutes a left-handed local coordinate system (Xl·Yl·Zl) and is configured to detect the angular velocity around each axis of the three-axis acceleration sensor 1475 of the left game controller 1460L.

[0310] And at the left end of the left game controller 1460L, an attachment 1468 can be attached so as to cover the connector 1467. The left game controller 1460L is held by placing the left side of the controller against the thumb and the ball of the thumb of the left hand and wrapping the attachment 1468 of the controller with the index finger to the little finger. In other words, it is held by gripping it with one hand with the back side opposite to the front side facing the palm side.

[0311] In the configuration that adopts the user terminal 1500C (game device 1400), the flight start operation in the above embodiment can be realized by the left game controller 1460L or the right game controller 1460R by detecting acceleration or angular velocity that exceeds a predetermined reference value recognized as swinging the arm. Also, the maximum value of the acceleration or angular velocity at that time can be used to substitute for the input of the throwing force to the throwing force input bar 14 (see FIG. 4).

Explanation of Signs

[0312] 2…Player 4…Player Character 5…Sub-character (NPC) 6…Enemy Character 7…Stored Object 8…Set Stored Object 10…Set Stored Object List 21…Sub-character Item 22…Stored Object Item 30…Predicted Orbit 32…Predicted Flight Destination 34…Action Control Setting Information Prediction Display 41…Player Perspective Virtual Camera 42…Sub-character Perspective Virtual Camera 200s…Server Processing Unit 210…Game Management Unit 220…Preparation Setting Unit 222…Player Character Setting Unit 224…Storage Setting Unit 226…Item Setting Unit 230…Flight Control Unit 236…Prediction Display Control Unit 240…Sub-character Appearance Control Unit 250…Sub-character Automatic Control Unit 260…Progress Control Unit 262…Viewpoint Switching Control Unit 500s…Server Memory Unit 501…Server Program 520…Sub-character Initial Setting Data 530…Initial Action Control Setting 534…Initial action type definition data 535…Initial action type 536…Initial attack content 537…Initial attack part ratio 538…Initial attack type 539…Initial action limit time 540…Stored object initial setting data 550…Initial flight control setting 570…Flight control setting change pattern definition data 571…Requirements for change implementation 573…Change content data 580…Action control setting change pattern definition data 581…Requirements for change implementation 581j…Condition for presence or absence of enemy character contact 581k…Condition for relative position of enemy character 583…Change content data 700…Play data 710…Managed data of stored objects that have been set 712…Latest flight control setting 714…Item ID for applicable stored object 720…Managed data of stored characters 721…Stored character ID 722…Latest action control setting 723…Item ID for applicable sub-character 724…Appearance date and time 728…Throwing vector 730…Destination coordinates for flight 731…Flight path data 740…Prediction display control data 750…Automatic control data for sub-characters that have appeared 752…Virtual camera control data 1000…Game system 1100…Server system 1500…User terminal W4, W5, W6…Game screen

Claims

1. A program for causing a computer system to execute a game in which a player character and an enemy character fight against each other, NPC appearance control means for controlling to cause an NPC (non-playable character) to appear based on a predetermined operation of the player, the NPC appearance control means performing control to cause two or more NPCs to appear, NPC automatic control means for automatically controlling the NPCs caused to appear by the NPC appearance control means, Viewpoint switching means capable of switching the viewpoint of the game screen between a viewpoint based on the player character and viewpoints based on each of the NPCs caused to appear by the NPC appearance control means, A program for causing the computer system to function as described above.

2. The NPC appearance control means performs control to cause a plurality of NPCs to appear based on a single action operation by the player. The program according to claim 1.

3. The NPC appearance control means performs control to cause two or more NPCs to appear by performing control to cause an NPC to appear each time the player performs the predetermined operation. The program according to claim 1.

4. Appearance NPC setting means for selecting and setting an NPC caused to appear by the NPC appearance control means from among a plurality of NPCs based on a selection operation of the player, The program according to any one of claims 1 to 3 for further causing the computer system to function as described above.

5. A computer system for executing a game in which a player character and an enemy character fight against each other, NPC appearance control means for controlling to cause an NPC (non-playable character) to appear based on a predetermined operation of the player, the NPC appearance control means performing control to cause two or more NPCs to appear, NPC automatic control means for automatically controlling the NPCs caused to appear by the NPC appearance control means, Viewpoint switching means capable of switching the viewpoint of the game screen between a viewpoint based on the player character and viewpoints based on each of the NPCs caused to appear by the NPC appearance control means, A computer system comprising the above.

6. The computer system according to claim 5, which is the server system in a game system in which a user terminal used by a player communicates with a server system to realize the fighting game.

7. A game device that executes a game in which a player character and an enemy character fight against each other, NPC appearance control means for controlling to make an NPC (Non-Playable Character) appear based on a predetermined operation of a player, the NPC appearance control means performing control to make two or more NPCs appear; NPC automatic control means for automatically controlling the NPCs made to appear by the NPC appearance control means; Viewpoint switching means capable of switching the viewpoint of the game screen among a viewpoint based on the player character and viewpoints based on each of the NPCs made to appear by the NPC appearance control means; A game device comprising the same.

Citation Information

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