Game Program and Game System
The game program and system enhance skill development by determining and providing feedback on action activation conditions, enabling players to understand and improve their gameplay through clear feedback on user inputs.
Patent Information
- Application Number
- JP2022007994
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-01-21
- Publication Date
- 2025-07-25
- Estimated Expiration
- 2042-01-21
AI Technical Summary
Existing games lack a comfortable environment for users to hone their skills in performing accurate and quick operations, making it difficult for players to understand why specific actions are activated or not activated during gameplay.
A game program and system that includes a determination means to check if input information meets activation conditions for actions, an object control means to activate corresponding actions, and an output control means to provide feedback on factors affecting action activation or non-activation, using a display unit to show operation history and factors related to user inputs.
Provides a user-friendly environment for skill development by allowing players to immediately grasp the reasons for action activation or non-activation, enhancing their understanding and proficiency in executing specific actions.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program and a game system.
Background Art
[0002] Conventionally, in a fighting game such as a battle game, honing the skill of performing accurate and quick operations has been an important factor that influences the outcome of a battle. Some games of this type provide a game environment that supports honing the skill of a user to perform accurate and quick operations. For example, in the training mode of the game disclosed in Non-Patent Document 1, the history of operation inputs made by the user to the operation device is displayed on the game screen.
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] It is desired to provide a user with a comfortable game environment for honing the skill of performing accurate and quick operations.
[0005] An object of the present invention is to provide a game program and a game system that can provide a user with a comfortable game environment for honing the skill of game play.
Means for Solving the Problems
[0006] In order to solve the above problems, a game program according to an aspect of the present invention is a game program executed in a game system including an operation unit operated by a user, an output unit, and a computer, and causes the computer to: a determination means for determining whether input information indicating the operation content of the user with respect to the operation unit satisfies a activation condition for activating a predetermined action of an object arranged in a game space; an object control means for controlling the object to activate the predetermined action corresponding to the input information when it is determined that the input information satisfies the activation condition; and an output control means for outputting to the output unit factor information related to a factor for which the predetermined action has been activated or a factor for which the predetermined action has not been activated, and which is related to the operation of the user with respect to the operation unit, and functions as such.
[0007] When factor information regarding the factor for which the predetermined action has been activated is output to the output unit, for example, when the predetermined action is accidentally activated while the user is operating the object, the user can immediately grasp the reason why the predetermined action has been activated. Further, when factor information regarding the factor for which the predetermined action has not been activated is output to the output unit, for example, when the predetermined action has not been activated despite the user's attempt to perform an operation for activating the predetermined action, the user can immediately grasp the reason why the predetermined action has not been activated.
[0008] There may be a plurality of types of the factor for which the predetermined action has been activated or the factor for which the predetermined action has not been activated.
[0009] The output control means may output a plurality of pieces of the factor information respectively related to the plurality of types of the factors to the output unit at the same time.
[0010] The activation condition may include a condition that the input information is input within a predetermined input reception time.
[0011] The input reception time is within the period from the start to the end of a predetermined starting action of the object, and the predetermined action may include stopping the starting action halfway and taking an action corresponding to the input information that satisfies the activation condition.
[0012] The activation condition includes a condition that the input information is input within a predetermined input reception time within the period from the start to the end of a predetermined starting action of the object. The determination means determines whether the action of the object is the starting action. The output control means may cause the output unit to output information regarding the starting action when it is determined that the action of the object is the starting action. Thereby, the user can immediately grasp whether the action of the object is an action serving as a starting point for activating a predetermined action.
[0013] The activation condition varies according to the type of the predetermined action. The first activation condition for activating a first action, which is a certain type of the predetermined action, includes a condition that the input information is input within a predetermined first input reception time within the period from the start to the end of a predetermined first starting action of the object. The second activation condition for activating a second action, which is a type of the predetermined action different from the first action, may include a condition that the input information is input within a predetermined second input reception time after the end of a predetermined second starting action of the object.
[0014] The output unit includes a display unit on which the object is displayed. The display control means causes the display unit to display the factor information and causes the display unit to display a history area indicating the history of the user's operation contents. The output control means may cause the display unit to display the history area and the factor information such that the factor information is included in or associated with information indicating the operation contents related to the predetermined action in the history area. Thereby, the user can immediately grasp which of the operation contents shown in the history area is the operation content related to the predetermined action.
[0015] The operation unit includes a first operator and a second operator, and the input information may be a combination of information indicating the user's operation content for the first operator and information indicating the user's operation content for the second operator.
[0016] The input information indicating the user's operation content for the first operator may correspond to the movement of the object in the game space.
[0017] The operation unit includes a button, and the input information may be information indicating that the button has been rapidly pressed.
[0018] The action corresponding to the input information may include an action that consumes predetermined parameters.
[0019] The action corresponding to the input information may include an action other than an attack action by the object.
[0020] A game system according to an aspect of the present invention includes a program storage unit that stores the above game program, and a computer that executes the program stored in the program storage unit.
[0021] The program storage unit that stores the game program is a readable or writable storage device or storage medium built-in or externally attached to a device included in the game system. For example, a hard disk, a flash memory, an optical disk, etc. can be used. The program stored in the program storage unit may be executed in a device directly connected to the program storage unit, or may be downloaded and executed in a device connected via a network (for example, the Internet) to the program storage unit.
Advantages of the Invention
[0022] According to the present invention, it is possible to provide a user with a game environment that is comfortable for polishing game-playing skills.
Brief Description of the Drawings
[0023]
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Embodiments for Carrying Out the Invention
[0024] <Embodiment> Hereinafter, a game system and a game program according to an embodiment of the present invention will be described with reference to the drawings.
[0025] [Hardware Configuration] First, the configuration of a game system 1 according to an embodiment of the present invention will be described. FIG. 1 is a block diagram showing the hardware configuration of the game system 1. As shown in FIG. 1, the game system 1 includes a plurality of game devices 2 and a server device 4 that can be communicatively connected to each of these plurality of game devices 2 via a communication network NW.
[0026] The game device 2 includes a game device main body 20, and one or more controllers 31 (corresponding to an operation unit), a display 32 (corresponding to a display unit and an output unit), and a speaker 33 (corresponding to an audio output unit and an output unit) that are connected to the game device main body 20 by wire or wirelessly.
[0027] The game device main body 20 includes a control unit 21 that is a computer for controlling its operation. The control unit 21 includes a processor such as a CPU (Central Processing Unit), for example. A media I / F unit 22, a storage unit 23, a network I / F unit 24 (communication unit), a wireless communication control unit 25, a graphic processing unit 26, and an audio processing unit 27 are connected to the control unit 21 via a bus 21a, respectively.
[0028] The media I / F unit 22 is an interface capable of loading a game media 34 for executing a game. The game media 34 is a disk-type recording medium such as a DVD-ROM, and a game program 34a and game data 34b necessary for executing the game are recorded therein. This game data 34b includes various data necessary for executing the game.
[0029] The storage unit 23 is composed of, for example, an HDD which is a large-capacity recording medium, a ROM which is a semiconductor memory such as a mask ROM or a PROM, and a RAM composed of a DRAM or an SRAM. The game program 34a and game data 34b read from the game media 34, as well as save data and the like, are recorded in the storage unit 23. In this embodiment, not all the game data 34b in the game media 34 is read at the time of game startup, and necessary game data is appropriately read according to the progress of the game (for example, at the change of game scenes).
[0030] The network I / F unit 24 is an interface for connecting the game device 2 to a communication network NW such as the Internet or a LAN. The game device 2 can communicate with other game devices 2 and a server device 4 via the communication network NW. For example, when the game device 2 progresses a game while communicating with the outside, data is transmitted and received between the game device 2 and other game devices 2 and / or between the game device 2 and the server device 4 via the communication network NW.
[0031] The wireless communication control unit 25 is wirelessly connected to a controller 31 attached to the game device main body 20, and data can be transmitted and received between the wireless communication control unit 25 and the controller 31. The controller 31 is an operation device that receives operations by the user. When the controller 31 is operated by the user, input information corresponding to the operation is sent from the controller 31 to the control unit 21 of the game device 2 via the wireless communication control unit 25. The control unit 21 progresses the game based on the input information from the controller 31.
[0032] Figure 2 is an external view showing the controller 31 shown in Figure 1. The controller 31 has a substantially U shape, and the user holds and operates the handles 201L and 201R on both wings with both hands. The controller 31 has a plurality of operators. For example, operation button groups 210 and 220 and analog sticks 212 and 222 are provided on the upper left and right surfaces of the controller 31, and a right shoulder button 211 is provided on the right front surface of the controller 31, and a left shoulder button 221 is provided on the left front surface respectively. The operation button group 210 and the analog stick 212 are operated by the right thumb of the user, and the operation button group 220 and the analog stick 222 are operated by the left thumb of the user. Also, the right shoulder button 211 and the left shoulder button 221 are operated by the right index finger and the left index finger of the user respectively.
[0033] Furthermore, the controller 31 includes a touch pad 230 between the operation button group 210 and the operation button group 220. The touch pad 230 has a horizontally long rectangular shape. As is well known, when the user touches or brings a fingertip or the like close to the surface of the touch pad 230, the position information (coordinates) of the contact or proximity point (input point) is output to the control unit 21 in Figure 1. Furthermore, the touch pad 230 also functions as an operation button by being pushed in as a whole. In this specification, a series of operations by the user on the controller 31 may be referred to as a "command".
[0034] Returning to Figure 1, the graphic processing unit 26 draws a game image in video format according to an instruction from the control unit 21. The game image drawn by the graphic processing unit 26 is displayed on the display 32 as a game screen. The display 32 is a display device for displaying a game image. The display 32 is, for example, a liquid crystal display.
[0035] The audio processing unit 27 plays and synthesizes digital game voices according to the instructions of the control unit 21. Further, the audio processing unit 27 is connected to an external speaker 33. The game voices played and synthesized by the audio processing unit 27 are output to the outside from the speaker 33 as an acoustic output unit. For example, the speaker 33 can be a stationary speaker or a wearable speaker such as headphones.
[0036] The server device 4 includes a control unit 41 which is a computer that controls its operation. The control unit 41 includes a processor such as a CPU (Central Processing Unit). A storage unit 42 and a network I / F unit 43 are connected to the control unit 41 via a bus 41a, respectively. Note that the server device 4 may be provided with an input device such as a keyboard and an output device such as a liquid crystal display as necessary.
[0037] The storage unit 42 is composed of, for example, an HDD which is a large-capacity recording medium, a ROM which is a semiconductor memory such as a mask ROM or a PROM, and a RAM which is composed of a DRAM or an SRAM. A game program 42a and game data 42b are stored in the storage unit 42. The network I / F unit 43 is an interface that connects the server device 4 to a communication network NW such as the Internet or a LAN. The server device 4 can communicate with a plurality of game devices 2 via the communication network NW.
[0038] [Overview of the Game] Next, an overview of the game realized by the game system 1 in the present embodiment will be described. The game described in the present embodiment realizes a battle game that enables users accessing the server device 4 from the game device 2 via the communication network NW to battle against each other.
[0039] Specifically, this battle game is a battle-type fighting game in which one user operates one object selected from a plurality of objects to perform a one-on-one fight with an object serving as an opponent in a virtual space. Hereinafter, for convenience of explanation, one player object operated by the user is referred to as a user object, and an object that fights against the user object is referred to as an opponent object. In addition, any object among the user object and the opponent object is simply referred to as an object.
[0040] An hit detection area is arranged for each object. Further, when an object makes an attack, an attack detection area is arranged at a predetermined part of the object during the attack operation. Note that the hit detection area and the attack detection area are usually not visible to the user on the game screen. When the attack detection area of one of the two objects in battle contacts the hit detection area of the other object, it is determined that the attack of one object hits the other object. When it is determined that a hit has occurred, the physical strength of the object receiving the attack decreases by the amount of damage corresponding to the attack.
[0041] Note that the position, size, shape, etc. of the hit detection area change according to the posture (standing posture, crouching posture, etc.) and actions (for example, jumping or activation of a technique) of the object. Further, the hit detection area may not be arranged on the object for a certain period of time when a predetermined condition is satisfied. For example, when an object is knocked down due to being attacked, the hit detection area of the object may disappear until it gets up after being knocked down. Also, while an object is performing a predetermined technique, the hit detection area of the object may disappear. Since the state in which the hit detection area has disappeared is a state of not receiving an attack, it can be referred to as an invincible state.
[0042] In addition, several game modes are prepared for this game, and the user plays the game in the game mode selected from among them. The game modes of this game include an online battle mode, a CPU battle mode, and a training mode.
[0043] The online battle mode is a game mode in which the user battles with other users online. When the user selects the online battle mode as the game mode, the game device 2 synchronizes with other game devices 2 by a well-known matching process, and the user object operated by the user and the opponent object as the player object operated by the other user fight each other.
[0044] In addition, the CPU battle mode is a game mode in which the user battles with the computer. In the CPU battle mode, the user can select one from a plurality of predetermined difficulty levels. When the user selects the CPU battle mode as the game mode and further selects the difficulty level, the user object operated by the user and the opponent object as the non-player object automatically controlled by the computer fight each other. The operation of the opponent object is controlled based on a predetermined game program according to the difficulty level selected by the user.
[0045] In addition, the training mode is a game mode in which the user practices operating the player object, that is, the user object. Also in the training mode, as in other game modes, an opponent object is arranged in the game space together with the user object operated by the user. In the training mode, the opponent object is a non-player object automatically controlled based on a predetermined game program.
[0046] FIG. 3 shows an example of a game screen D1 including a user object PA and an opponent object PB in a training mode. The game screen D1 includes an image of a game space S captured by a virtual camera. The virtual camera is disposed within the game space S and moves or zooms within the game space S according to the positions of the two objects PA and PB, for example, so as to include the two objects PA and PB in the captured image. Basically, the virtual camera captures the two objects PA and PB from the sides of the two objects PA and PB facing each other in combat. Therefore, in the game screen D1, one of the two objects PA and PB is located on the right side of the screen and the other is located on the left side of the screen.
[0047] The game screen D1 includes various game elements. For example, at the upper part of the game screen D1, two stamina gauges 61 and 62 are arranged at intervals in the left-right direction. The two stamina gauges 61 and 62 respectively indicate the stamina values of the two objects PA and PB. Also, between the two stamina gauges 61 and 62 in the game screen D1, a time display area 63 indicating, for example, the remaining time of the battle is arranged. Also, at the lower part of the game screen D1, first skill gauges 64a and 64b and second skill gauges 65a and 65b are arranged. In this example, at the lower left of the game screen D1, the first skill gauge 64a and the second skill gauge 65a corresponding to the user object PA are arranged, and the first skill gauge 64b and the second skill gauge 65b corresponding to the opponent object PB are arranged.
[0048] Each skill gauge 64a, 64b, 65a, 65b indicates the skill points consumed when a predetermined skill or action is activated. For example, the first skill gauge 64a is consumed when strengthening the normal special skill of the user object PA. The special skill is generated when the user operates each operator of the controller 31 in a predetermined order within a time limit. Among the special skills of the user object PA, the normal special skill is a skill that can be activated without consuming various gauges. For example, when inputting the command for the normal special skill, if the user performs a predetermined operation on the controller (for example, simultaneously presses a plurality of buttons among the operation button group 210 corresponding to the attack action of the object), the first skill gauge 64a is consumed by a predetermined point, and the normal special skill of the user object PA is strengthened. Also, there is an ultra special skill for the user object PA that cannot be activated unless the first skill gauge 64a has accumulated to a sufficient value (for example, unless the first gauge has accumulated to the maximum value), and there is also a skill that can perform the cancellation described later only with the ultra special skill.
[0049] The second skill gauge 64b is consumed when causing the user object PA to perform actions such as the following (a), (b), and (c). (a) Action A: By inputting a predetermined command while the user object PA is guarding an attack from the opponent object PB, the second skill gauge 64b is consumed by a predetermined point, and the guard of the user object PA is released halfway to cause the user object PA to perform a predetermined attack on the opponent object PB. (b) Action B: By inputting a predetermined command when the second skill gauge 64b reaches the maximum, all of the second skill gauge 64b is consumed to activate an effect unique to the type of the user object PA. This effect varies depending on the type of the object, such as strengthening the normal attack action of the user object PA or teleporting the user object PA. Action B is an example of the cancellation action described later. (c) Action C: By inputting a predetermined command, the user object PA becomes invincible. Also, when the user object PA is attacked by the opponent object PB during the invincible state, by inputting a further predetermined command, the user object PA causes the opponent object PB to perform a counterattack action.
[0050] Note that the first skill gauge 65a and the second skill gauge 65b are gauges for the opponent object PB, and since their roles are the same as those of the first skill gauge 64a and the second skill gauge 64b, the description thereof is omitted. Also, in the online battle mode and the CPU battle mode, the game screen in which the user object and the opponent object battle includes the above-described game elements 61, 62, 63, 64, 64a, 64b, 65a, 65b.
[0051] Unlike other game modes, the game screen D1 in the training mode includes a history area 66 that shows the history of the user's operation content. In the history area 66, the history of the user's operation content is displayed in chronological order from bottom to top. That is, the latest operation content by the user is displayed at the topmost position within the history area 66. By looking at the history area 66, the user can confirm what operations the user himself / herself has performed on the controller 31.
[0052] For example, six of the operation button group 210, the right shoulder button 211, and the left shoulder button 221 correspond to the attack actions of the objects in the game space S. Specifically, to these six buttons (which may also be referred to as "attack buttons"), attack actions of punches or kicks of the user object PA such as "weak punch", "medium punch", "strong punch", "weak kick", "medium kick", "strong kick" are respectively assigned. For example, when the buttons corresponding to "weak punch", "medium punch", "strong punch", "weak kick", "medium kick", "strong kick" are pressed, notations corresponding to the respective buttons, such as notations "weak P", "medium P", "strong P", "weak K", "medium K", "strong K", are displayed in the history area 66.
[0053] For example, the four buttons included in the operation button group 220 correspond to the movement of an object in the game space S. Specifically, for the right button, left button, up button, and down button (which may also be referred to as "direction buttons") included in the operation button group 220, operations of the user object PA such as "movement to the right of the screen", "movement to the left of the screen", "jump", and "crouch" are respectively assigned. When the right button, left button, up button, or down button is pressed, arrow symbols corresponding to each button, for example, right arrow, left arrow, up arrow, and down arrow, are displayed in the history area 66. Also, for example, when the right button and the down button are pressed simultaneously, an arrow symbol indicating a diagonally downward right direction is displayed.
[0054] For example, in the example shown in FIG. 3, at the topmost position of the history area 66, an input image 71 indicating the input shown by the down arrow symbol and an input image 72 indicating the input corresponding to "medium K" are displayed, and below that, an input image 70 indicating the input corresponding to "weak P" is displayed. This means that after the weak punch button corresponding to "weak P" is pressed by the user's operation on the controller 31, the down button corresponding to the down arrow and the medium kick button corresponding to "medium K" are pressed.
[0055] Also, in this game, when the user's operation on the controller 31 satisfies a certain activation condition, the user object PA activates a predetermined action. Hereinafter, a predetermined action that is activated when the input (for example, a command) of the user's operation on the controller 31 satisfies the activation condition will be referred to as a specific action. For example, a command for activating a specific action is a series of operations such as operating a plurality of operators on the controller 31 in a predetermined order.
[0056] One of the specific actions is an action to stop the action of the user object PA operated by the user midway. Hereinafter, this action shall be referred to as "cancellation", and the user's operation input for activating "cancellation" shall be referred to as "cancellation input". Hereinafter, in order to explain "cancellation", which is one of the specific actions, with reference to FIG. 4, the flow from the start to the end of the action of the user object PA will be described.
[0057] FIG. 4 is a schematic diagram showing the flow from the start to the end of the attack action of the user object PA. Specifically, FIG. 4 shows the flow from the start to the end of the attack action (for example, a crouching middle kick) of the user object PA corresponding to the operation input when the lower button and the middle kick button on the controller 31 are pressed. In FIG. 4, it shows that time passes as it goes to the right.
[0058] Note that in FIG. 4, two blocks 71 and 72, namely a block 71 including a downward arrow symbol and a block 72 including the notation "Middle K", are shown arranged vertically. These blocks 71 and 72 indicate the content of the user's operation on the controller 31, indicating that the lower button and the middle kick button are pressed simultaneously. Since the two blocks 71 and 72 in FIG. 4 indicate the same user operation content as the input images 71 and 72 in the history area 66 shown in FIG. 3, they will be described with the same reference numerals. The same shall apply to FIGS. 7 to 12 described later.
[0059] FIG. 4 shows that after a little time has passed since the lower button and the middle kick button were input, an attack determination area (hereinafter also referred to as "attack determination") occurs for the user object PA. In this specification, the time from the point when the operation input for the attack action is received to the point when the attack determination occurs is referred to as the "occurrence time".
[0060] Also, FIG. 4 shows that after a certain period of time has elapsed since the attack determination occurred, the attack determination disappears. In this specification, the time from the point when the attack determination occurs to the point when the attack determination disappears is referred to as the "duration time". If the attack determination contacts the hit determination area of the opponent object during the duration time, it is determined that the attack has hit.
[0061] Also, FIG. 4 shows that after a period of time has elapsed since the attack determination disappeared, the next action by the user object PA can be started. In this specification, the time from the point when the attack determination disappears to the point when the next action can be started is referred to as the "stun time".
[0062] Thus, when an object performs one attack action, the occurrence time, the duration time, and the stun time occur in this order. Each of the occurrence time, the duration time, and the stun time varies depending on the type of the object and the type of the attack action. Each of the occurrence time, the duration time, and the stun time is managed, for example, by the frame rate which is the cycle for generating a game image for drawing the game screen. In this embodiment, the frame rate is 60 fps (frames per second), and one frame is 1 / 60 of a second (that is, about 0.017 seconds). For example, if the occurrence time for a certain attack action is 7 frames, the duration time is 2 frames, and the stun time is 14 frames, no attack determination is made until the 6th game image after the attack action starts, the attack determination is made from the 7th generated game image, and the attack determination continues until the subsequent 8th frame. Then, the game images from the 9th to the 23rd frames are the images when no attack determination is made. Note that since the occurrence time and the duration time overlap by only one frame, the total number of frames when the occurrence time is 7 frames, the duration time is 2 frames, and the stun time is 14 frames is 22 frames. Note that, for example, in FIGS. 4 and 7, 9, 11, etc., for the sake of simplifying the drawings, the occurrence time and the duration time are shown as not overlapping.
[0063] When an object starts an attack action, basically, the object that launched the attack cannot start the next action from the start of the activation time until the end of the stun time. Since other actions such as guarding cannot be started during the stun time, if the attack of the object does not hit the target object, the stun time becomes an unfavorable time for the attacking object, making it vulnerable to attacks from the target object. Also, during the activation time or the duration time, since it is not possible to shift to other actions such as guarding, there is a possibility of being counterattacked depending on the actions of the target object.
[0064] Conversely, if the attack action of the object can be stopped midway, the object can be manipulated to transition to the next attack or to guard against the attack of the opponent object. By the user inputting a predetermined command to the controller 31 during the attack action of the object, the above-mentioned "cancellation" is to stop the attack action midway before the end of the stun time. By canceling the attack action of the object midway, it is possible to avoid an unfavorable time when being vulnerable to attacks from the target object, and it is also possible to continuously connect attacks. That is, by canceling the attack action after hitting the target object with an attack, it is possible to continuously attack without giving the target object time to guard.
[0065] In addition, for certain actions, when an object hits an opponent object with an attack, there is an attack that launches the next attack while the opponent object that received the attack is falling down, ensuring that the attacks continuously hit. To succeed in this consecutive hit, it is necessary to generate the attack judgment area of the next attack within a very short time after the end of the stun time of the first attack and before the end of the time when the target object is falling down due to the first attack. The action of the user object PA that starts the attack action so that the attack judgment comes out while the opponent object that received the attack is falling down is called "pressing", and the user's operation input to realize pressing is called "pressing input".
[0066] The above-mentioned "cancellation input" and "press input" require accurate and rapid operation input. Therefore, the user often practices command input in the training mode so that this type of specific action can be performed. The activation conditions of specific actions are various. In conventional games, for example, even if the user attempts an operation to activate a specific action, there is a problem that it is difficult for the user to understand why the specific action did not activate. Also, for example, when a specific action is accidentally activated while the user is operating the user object PA, it is difficult for the user to immediately understand the reason why the specific action was activated. In the game system of this embodiment, the user can grasp the factor why the specific action did not activate or activated. Details thereof will be described later.
[0067] [Functional Configuration] FIG. 5 is a block diagram showing the functional configuration of the game system 1 in this embodiment. As shown in FIG. 5, the control unit 5 (computer) of the game system 1 configured by the cooperation of the control unit 21 of the game device 2 and the control unit 41 of the server device 4 functions as a game space generation means 51, an object control means 52, an output control means 53, and a determination means 54 by executing the game programs 34a and 42a.
[0068] The game space generation means 51 generates a three-dimensional virtual game space S. However, the game space generation means 51 may generate a two-dimensional virtual game space S. In the game space S, the above-mentioned user object PA and the opponent object PB are arranged.
[0069] The object control means 52 controls the user object PA to perform an action corresponding to the input information based on the input information indicating the operation content of the user with respect to the controller 31. For example, the user can move the user object PA within the game space S or attack the opponent object PB with the user object PA by operating the controller 31.
[0070] Further, when the game mode is the online battle mode, the object control means 52 controls the actions of the opponent object PB based on the input information indicating the operation content of the opponent user received from the game device 2 of the opponent user. When the game mode is the CPU battle mode or the like, the object control means 52 controls the actions of the opponent object PB based on a predetermined game program. When the game mode is the training mode, the object control means 52 can control the actions of the opponent object PB based on the action program generated by the user through a predetermined setting screen. That is, in the training mode, it is also possible for the user to specify in advance the action content and action procedure of the opponent object. For example, by the user setting the action content of the opponent object through a predetermined setting screen, it is possible to make the opponent object repeat specified actions such as guarding and jumping, or to make the opponent object perform the actions specified by the user in the order specified by the user.
[0071] The output control means 53 causes the game space S and the objects PA and PB arranged in the game space S to be displayed on the display 32. Further, the output control means 53 also causes the physical strength gauges 61 and 62, the remaining time of the battle, the skill gauges 64 and 65, etc. to be displayed on the display 32 so as to be superimposed on the game space S. When the game mode is the training mode, the output control means 53 also causes a history area 66 indicating the history of the user's operation content to be displayed on the display 32 so as to be superimposed on the game space S.
[0072] The determination means 54 determines whether or not the input information satisfies the activation condition for activating a specific action which is a predetermined action of the user object PA. When it is determined by the determination means 54 that the input information satisfies the activation condition, the object control means 52 controls the user object PA to activate the predetermined action corresponding to the input information.
[0073] The activation condition is, for example, a condition for activating a specific action, which is a predetermined action of the user object PA, imposed on the user's operation on the controller 31 as an operation unit (that is, input information indicating the user's operation content). Conversely, the specific action in this specification is an action that is activated when the activation condition is satisfied and not activated when the activation condition is not satisfied. That is, the specific action varies depending on the activation condition. For example, the specific action may be a special skill of the user object PA. Also, the specific action does not have to be an action unique to the user object PA. For example, the specific action may include a normal single-shot attack issued by the user object PA in a predetermined game situation. For example, when the activation condition includes a condition of further attacking the opponent object PB in a state of having fallen down due to being attacked by the user object PA, the user object PA issuing a single punch in the state where the opponent object PB has fallen down can be a specific action. The above-described cancellation and button pressing are examples of specific actions.
[0074] For example, the activation condition may relate to the timing of the user's operation on the controller 31. For example, the activation condition may relate to the timing of the user's operation with respect to the state of the object arranged in the game space S. For example, the activation condition may relate to the timing of the user's operation with respect to the action of the user object PA performed on the opponent object PB, or may relate to the timing of the user's operation with respect to the action or state of the opponent object PB.
[0075] The user may input for activating a specific action when an object (for example, the user object PA or the opponent object PB) arranged in the game space S takes a certain action. The certain action of the object in this case is an action that serves as a starting point for activating the specific action. Such an action serving as a starting point will be referred to as the "starting action". For example, the activation condition may include a condition that the starting action of the object (for example, the user object PA or the opponent object PB) has occurred.
[0076] For example, the activation condition may include an input time condition that, within a predetermined input reception time, input information (command) is input. In this case, for example, the input reception time may be set from the start to the end of a predetermined starting action of the user object PA. For example, the start timing of the input reception time may be set according to the start timing of a predetermined starting action of the user object PA. For example, the activation condition of the specific action of "cancel" described above includes the input time condition, and the input reception time of the input time condition starts at the same timing as the start timing of the duration of a predetermined attack that is the starting action. However, the input reception time is not limited to this. For example, the input reception time may start from the start time or the middle of the occurrence time of a predetermined attack that is the starting action. Note that the activation condition may also differ according to the type of starting action.
[0077] Also, for example, the activation conditions may include an input speed condition where the input speed of the input information (command) is equal to or higher than a predetermined speed. For example, when a command for activating a certain specific action is to operate a second operator after operating a first operator among a plurality of operators of the controller 31, the input speed condition may include a condition that the time between the operation input for the first operator and the operation input for the second operator is within a predetermined set time. For example, when a command for activating a certain specific action is to operate a plurality of operators of the controller 31 in a predetermined order, the input speed condition may include a condition that the time until the operation input for the last operator of the command is within a predetermined set time. For example, the input speed condition included in the activation conditions for a certain special move may be a condition that the time interval between some of the plurality of inputs constituting the command input for activating the special move is within the set time. For example, for a special move command input for activating a certain special move, an input speed condition may be imposed on the input of the direction buttons such as the operation button group 220 in the special move command input, and an input speed condition may not be imposed on the input of the attack buttons such as the operation button group 210 corresponding to the attack action of the object in the special move command input. Also, for example, for a special move command input for activating a certain special move, an input speed condition may be imposed on the input of the direction buttons in the special move command input, and after the input of the direction buttons in the special move command input is completed, an input speed condition may be imposed on the input of the attack buttons performed within a predetermined time.
[0078] In addition, for example, the activation conditions may include an accuracy condition where the input information includes or matches predetermined information indicating the operation content corresponding to a specific action (for example, information indicating a special move command). For example, a special move of an object is generated when the user operates a plurality of operators of the controller 31 in a predetermined order within a predetermined time. The activation conditions for this special move include an accuracy condition of inputting a plurality of operators in a predetermined order and an input time condition of operating within a predetermined time. The predetermined information indicating the operation content corresponding to a specific action may not be one, but may be plural. For example, a command for performing a special move may include, in addition to one regular command, an abbreviated command obtained by removing some operations from the regular command. That is, the special move can be activated even with an abbreviated command.
[0079] For example, the first activation condition for activating a first action (for example, cancel), which is a certain type of specific action, may include a condition that input information is input within a predetermined input reception time from the start to the end of a predetermined first starting action of the user object PA. For example, the input reception time is stored in advance in the storage unit 23 and is a time preset for the starting action.
[0080] For example, the second activation condition for activating a second action (e.g., pressing the eye), which is a predetermined specific action of a type different from the first action, may include the condition that input information is input within a predetermined effective operation time after a predetermined second starting action of the user object PA ends. For example, the effective operation time is pre-stored in the storage unit 23 and can vary according to the result of the starting action or the type of technique the user object has (such as the occurrence time of the technique). For example, when the user object PA performs an attack and the attack hits the opponent object PB, the opponent object PB becomes defenseless for a certain period of time. This defenseless time can be referred to as the hit stun time. Also, when the attack of the user object PA is blocked by the opponent object PB, the opponent object PB continues to block for a certain period of time and cannot normally perform other actions during that time. This block continuation time can be referred to as the block stun time. For example, the effective operation time is the time during which an operation input for generating the next attack determination is possible until the opponent object PB, which has received the attack of the user object PA as the second starting action, can take the next action (in other words, until the hit stun time ends). For example, assume that the time from the end of the stun time of the second starting action (attack) of the user object PA to the end of the knockdown of the opponent object PB is 5 frames. In this case, if the user object PA has an attack technique with an occurrence time of 2 frames, then 3 frames from the time when the stun time of the second starting action (attack) ends is the effective operation time.
[0081] In this embodiment, when the determination means 54 determines that the action of the user object PA is a starting action, the output control means 53 causes the display 32 to display starting information, which is information related to the starting action. The starting information is information indicating whether the action of an object in the game space S is a starting action for activating a specific action. For example, the starting information is information indicating for which type of specific action the action of an object in the game space S is a starting action (see, for example, FIG. 8 described later). For example, the starting information relates to whether cancellation is possible, whether eye pressing is possible, whether rapid tapping is possible, whether cancellation by consuming a gauge is possible, and the like. For example, the starting information includes information related to the content of the corresponding activation conditions (see, for example, FIG. 8 described later).
[0082] In this embodiment, the output control means 53 causes the display 32 to display the history area 66 and the starting information such that the starting information is included in or associated with the information indicating the operation content related to the starting action in the history area 66. For example, the starting information includes information indicating specific actions that can be activated after the start time of the starting action. For example, the starting information includes information indicating activation conditions according to the type of starting action.
[0083] In addition, the output control means 53 causes the display 32 to display factor information regarding the factor for which the specific action was activated or the factor for which the specific action was not activated. The factor information indicates a factor related to the user's operation on the controller 31 (operation unit). When the activation conditions for activating a specific action include a plurality of conditions, the factor information may include information indicating which condition in the activation conditions was not satisfied. In this embodiment, the output control means 53 causes the display 32 to display the history area 66 and the factor information such that the factor information is included in or associated with the information indicating the operation content related to the specific action in the history area 66.
[0084] [Specific Action Activation Process] Next, with reference to FIG. 6, the flow of a specific action activation process, which is a game process related to the activation of a specific action, will be described. In the present embodiment, the object control means 52, the output control means 53, and the determination means 54 execute the specific action activation process. Note that in the specific action activation process described with reference to FIG. 6, as an example of a specific action, a specific action that can be activated after the user object PA starts or performs a predetermined starting action will be described.
[0085] The specific action activation process is executed at a preset frame rate while the battle is being executed. The determination means 54 determines whether the action of the user object PA is a starting action (step S1). When the determination means 54 determines that the action of the user object PA is not a starting action (step S1: No), the specific action activation process ends.
[0086] When the determination means 54 determines that the action of the user object PA is a starting action (step S1: Yes), the output control means 53 executes starting information output processing (step S2). The starting information output processing is processing for outputting starting information, which is information related to the starting action, to the display 32.
[0087] After the starting information output processing, the determination means 54 determines whether the input information after the start of the starting action satisfies the activation condition for activating the specific action of the user object PA (step S3).
[0088] When the determination means 54 determines that the input information satisfies the activation condition (step S3: Yes), the object control means 52 controls the user object PA to activate the specific action corresponding to the input information (step S4). When the determination means 54 determines that the input information does not satisfy the activation condition (step S3: No), the object control means 52 does not activate the specific action.
[0089] Also, after determining whether the activation conditions are met, the output control means 53 executes factor information output processing (step S5). The factor information output processing is a process in which the output control means 53 displays factor information regarding the factor for which the specific action was activated or the factor for which the specific action was not activated on the display 32. Hereinafter, the factor information regarding the factor for which the specific action was activated may also be referred to as success factor information. Also, the factor information regarding the factor for which the specific action was not activated may also be referred to as failure factor information.
[0090] When the determination means 54 determines that the input information meets the activation conditions, the output control means 53 displays the success factor information on the display 32.
[0091] On the other hand, when the determination means 54 determines that the input information does not meet the activation conditions, the output control means 53 displays the failure factor information on the display 32. There are multiple types of factors for which the specific action was not activated. The factor for which the specific action was not activated is related to, for example, which of the multiple types of conditions included in the activation conditions for activating the specific action was not satisfied when the activation conditions include multiple types of conditions. The output control means 53 identifies the factor for which the specific action was not activated and displays the factor information corresponding to the identified factor on the display 32.
[0092] The output control means 53 may output only one of the success factor information and the failure factor information. When the output control means 53 outputs only the failure factor information, the factor information output processing in step S5 is executed only when the determination means 54 determines that the input information does not meet the activation conditions. When the output control means 53 outputs only the success factor information, the factor information output processing in step S5 is executed only when the determination means 54 determines that the input information meets the activation conditions.
[0093] When it is not determined by the determination means 54 that the input information satisfies the activation condition, if the failure factor information is displayed every time, it may be annoying to the user. Therefore, the output control means 53 determines whether the input information satisfies a predetermined output restriction condition. When the output control means 53 determines that the input information does not satisfy the predetermined factor output restriction condition, it does not display the factor information. That is, even when it is not determined by the determination means 54 that the input information satisfies the activation condition, the factor information may not be displayed. The output restriction condition may also be applied to the display of the start point information. Further, the output restriction condition may be set by the user.
[0094] [Example of display of factor information] Next, with reference to FIGS. 7 to 13, an example of the display of factor information when the user inputs a command to activate cancellation as a specific action will be described.
[0095] (Example of display of success factor information: cancellation) With reference to FIGS. 7 and 8, an example of the display of success factor information when the activation of cancellation is successful will be described. FIG. 7 is a schematic diagram showing an example of a command input as time elapses. FIG. 8 is a game screen D2 showing an example of the display of factor information when the command input shown in FIG. 7 is made.
[0096] In FIG. 7, a plurality of blocks 71, 72, 73, 74, 75 are shown. These blocks 71, 72, 73, 74, 75 indicate the content of the user's operation on the controller 31. Blocks 71 and 72 indicate that the lower button and the middle kick button are pressed simultaneously, similar to FIG. 4. Also, the dashed arrow extending to the right from block 71 indicates that the state of pressing the lower button corresponding to block 71 is maintained. The same applies to the dashed arrow extending to the right from block 73.
[0097] Also, in Fig. 7, a plurality of blocks 73, 74, 75 are arranged at intervals from the blocks 71, 72 to the right in sequence. This indicates that the operations corresponding to the plurality of blocks 73, 74, 75 were performed in this order. The block 73 including the diagonally downward right arrow symbol corresponds to an operation input in which the down button and the right button are pressed simultaneously. The block 74 including the right arrow symbol corresponds to an operation input in which the right button is pressed. The block 75 including the notation "Strong K" corresponds to an operation input in which the strong kick button is pressed. Hereinafter, for convenience, the operation content corresponding to the blocks 71, 72, 73, 74 or the input information indicating the operation content will be referred to as input 71, 72, 73, 74, etc., respectively, and the same will apply to the following figures.
[0098] The cancel input is a series of operation inputs consisting of input 71, input 73, input 74, and input 75. The starting action of the user object PA, which is the action to be stopped midway, is pressing the middle kick button while the down button is pressed, that is, an attack corresponding to input 71 and 72. As shown in Fig. 3, the action corresponding to this input is an attack in which the user object PA performs a middle kick in a crouched state, that is, a so-called crouched middle kick. That is, when the cancel input is successful, the user object PA stops the crouched middle kick midway and performs a special move corresponding to a series of operation inputs consisting of input 71, input 73, input 74, and input 75.
[0099] Also, the activation conditions for cancellation shall include an input time condition, an input speed condition, and an accuracy condition. In this example, the input time condition is that the inputs 71, 73, 74, and 75 corresponding to the cancellation input are input within the input reception time. As shown in FIG. 7, the input reception time starts at the same timing as the start of the duration of the attack that is the starting action. That is, the input reception time is counted along with the occurrence of the attack determination. The input reception time continues for a predetermined time (for example, several frames, a dozen or so frames, etc.) from the start of the duration. In this example, the input speed condition is that the time interval t between each of the inputs 71, 73, 74, and 75 corresponding to the cancellation input is within a predetermined set time ts (see FIG. 11).
[0100] As shown in FIG. 7, when the inputs 71 and 72 are received by the control unit 5, the output control means 53 displays the starting point information on the display 32. In the present embodiment, the output control means 53 causes the display 32 to display the history area 66 and the starting point information such that the starting point information is included in or associated with the inputs 71 and 72 corresponding to the starting action in the history area 66.
[0101] For example, as shown in FIG. 8, the output control means 53 displays a frame 81 surrounding the inputs (input information) 71 and 72. The frame 81 is starting point information indicating that the actions of the user object PA corresponding to the inputs 71 and 72 are starting actions for activating a specific action.
[0102] Furthermore, for example, as shown in FIG. 8, the output control means 53 displays a balloon 82 (that is, a balloon image) as the starting point information. The balloon 82 includes a protrusion or a leader line extending to the inputs 71 and 72 or the frame 81. Inside the balloon 82, there is a character string indicating the specific action that can be activated by the starting action corresponding to the inputs 71 and 72 and the activation conditions of the specific action.
[0103] Specifically, in the example of FIG. 8, the string "All 22F (Gen 7 / Hold 2 / Hard 14)" is included in the speech bubble 82. "All 22F" in this string indicates that the total number of frames from the start to the end of the starting action is 22 frames. "Gen 7" in this string indicates that the generation time of the starting action is 7 frames, "Hold 2" in this string indicates that the duration of the starting action is 2 frames, and "Hard 14" in this string indicates that the stiffness time of the starting action is 14 frames.
[0104] Also, the string "Cancel: 9~20F" is included in the speech bubble 82. This indicates that the input reception time for activating the cancel is from the 9th frame to the 20th frame from the start of the starting action.
[0105] Returning to FIG. 7, after the inputs 71 and 72 are received by the control unit 5, the inputs 73, 74, and 75 are received by the control unit 5 in this order. When the determination means 54 determines that the inputs 71, 73, 74, and 75 are input within the input reception time, the output control means 53 displays factor information regarding the factor that triggered the specific action on the display 32. In the present embodiment, the output control means 53 causes the display 32 to display the history area 66 and the factor information such that the factor information is included in or associated with a series of inputs 71, 73, 74, and 75 that are cancel inputs within the history area 66.
[0106] For example, as shown in FIG. 8, the output control means 53 displays a frame 91 surrounding the inputs 71, 73, 74, and 75 as the factor information. The frame 91 as the factor information indicates that the inputs 71, 73, 74, and 75 constitute a series of operation inputs for triggering the specific action.
[0107] Furthermore, for example, as shown in FIG. 8, the output control means 53 displays the blowout 92 (i.e., the blowout image) as factor information. The blowout 92 includes a character string indicating the detailed factor for which the specific action was activated. Specifically, in the example of FIG. 8, the blowout 92 includes the character string "Cancel succeeded!" and the character strings "Input accuracy: OK", "Input speed: OK", and "Input within time: OK (Input 17F)". The character string "Input accuracy: OK" indicates that the accuracy condition among the conditions included in the activation condition of the cancel was satisfied. The character string "Input speed: OK" indicates that the input speed condition among the conditions included in the activation condition of the cancel was satisfied. The character string "Input within time: OK" indicates that the input time condition among the conditions included in the activation condition of the cancel was satisfied, and the character string "(Input 17F)" indicates that the command for cancel was completed at the 17th frame from the start of the starting action.
[0108] By viewing the factor information on the game screen D2, the user can immediately grasp the factor for which the cancel was activated. Specifically, the user can immediately grasp the command input corresponding to the activated cancel from the frame 91 surrounding the inputs 71, 73, 74, 75. Also, from the character strings in the blowout 92, the user can grasp the conditions that the user's input satisfied for the cancel to be activated, and further, from the character string "(Input 17F)" in the blowout 92, the user can immediately grasp whether the cancel input was completed near the end of the input reception time or was an input with a margin until the end of the input reception time.
[0109] (Display Example 1 of Failure Factor Information: Cancel) Next, with reference to FIGS. 9 and 10, a display example 1 of failure factor information when the activation of the cancel fails will be described. More specifically, a display example of failure factor information when the input time condition among the activation conditions is not satisfied will be described. FIG. 9 is a schematic diagram showing an example of a command input over time. FIG. 10 is a game screen D3 showing a display example of factor information when the command input shown in FIG. 9 is input.
[0110] As shown in FIG. 9, blocks similar to the plurality of blocks 71, 72, 73, 74, 75 shown in FIG. 7 are shown. However, in FIG. 9, the positions of blocks 73, 74, 75 with respect to blocks 71, 72 are different from those in FIG. 7. That is, the timings at which each of the inputs 73, 74, 75 is input are different with respect to the timings at which the inputs 71, 72 are input.
[0111] As shown in FIG. 9, after the inputs 71, 72 are received by the control unit 5, the inputs 73, 74, 75 are received by the control unit 5 in this order. When it is determined by the determination means 54 that the input time condition among the activation conditions is not satisfied (the inputs 71, 73, 74, 75 are not input within the input reception time), the output control means 53 displays failure factor information regarding the factor for which the specific action has not been activated on the display 32.
[0112] For example, as shown in FIG. 10, the output control means 53 displays a frame 93 surrounding the inputs 71, 73, 74, 75 as factor information. The frame 93 is displayed in a manner that enables identification of the factor for which the specific action has not been activated due to the inputs 71, 73, 74, 75. In this example, the frame 93 is displayed in a color corresponding to the factor for which the specific action has not been activated. For example, the frame 93 is displayed in a predetermined color (e.g., red) corresponding to the factor that the input time condition is not satisfied.
[0113] Furthermore, for example, as shown in FIG. 10, the output control means 53 displays a speech bubble 94 (i.e., a speech bubble image) as factor information. The speech bubble 94 is different from the speech bubble 92 in FIG. 8 in that it includes the string "Input within time: NG (Input 24F)". The string "Input within time: NG" indicates that the input time condition among the conditions included in the activation condition of the cancel is not satisfied, and the string "(Input 24F)" indicates that the command for cancel was completed at the 24th frame from the start of the start action.
[0114] By viewing the factor information on the game screen D3, the user can immediately grasp the factors for which the cancellation did not occur. Specifically, from the color of the frame 93 surrounding the inputs 71, 73, 74, 75, the user can immediately grasp which of the conditions included in the activation conditions were not satisfied by the command input corresponding to the activated cancellation. Also, from the character string "(Input 24F)" within the balloon 94, the user can immediately grasp how much the input acceptance time has exceeded by comparing the cancellation input with, for example, the character string "Cancellation: 9~20F" of the starting point information.
[0115] Note that the output mode of the factor information indicating that the input time condition was not satisfied is not particularly limited. For example, the balloon 94 may only contain the character string "Input acceptance time exceeded!", and may not contain information regarding the input speed condition or accuracy condition that was satisfied. Also, the balloon 94 may not contain a character string such as "(Input 24F)", and instead may contain a character string such as "2 frames exceeded!" indicating how much the time when the cancellation input was completed has lagged from the end of the input acceptance time.
[0116] Also, as shown in FIG. 9, in this example, the factor output condition includes the condition that the inputs 71, 73, 74, 75 corresponding to the cancellation input are input within a predetermined limit time. Even when it is determined by the determination means 54 that the activation condition was not satisfied, if the output control means 53 determines that the inputs 71, 73, 74, 75 corresponding to the cancellation input are not within the predetermined limit time, the factor information is not displayed. For example, when the difference between the end time of the limit time and the end time of the input acceptance time is 5 frames, the factor information is displayed until 5 frames are exceeded from the end time of the input acceptance time, but the factor information is not displayed after exceeding 5 frames from the end time of the input acceptance time.
[0117] (Example of display of failure factor information 2: Cancellation) Next, with reference to FIGS. 11 and 12, another display example 2 of failure factor information when the cancellation activation fails will be described. More specifically, a display example of failure factor information when the input speed condition among the activation conditions is not satisfied will be described. FIG. 11 is a schematic diagram showing an example of a command input over time. FIG. 12 is a game screen D4 showing a display example of factor information when the command input shown in FIG. 11 is input.
[0118] In FIG. 11, blocks similar to the plurality of blocks 71, 72, 73, 74, 75 shown in FIGS. 7 and 9 are shown. However, in FIG. 11, the positions of blocks 73, 74, 75 with respect to blocks 71, 72 are different from those in FIGS. 7 and 11. That is, the timings at which inputs 73, 74, 75 are input are different from the timing at which inputs 71, 72 are input.
[0119] As shown in FIG. 11, after inputs 71, 72 are received by control unit 5, inputs 71, 73, 74, 75 are received by control unit 5 in this order. When it is determined by determination means 54 that the input speed condition among the activation conditions is not satisfied (the time t between input 74 and input 75 exceeds a preset setting time ts), output control means 53 displays factor information regarding the factor that the specific action was not activated on display 32. Note that in FIG. 11 and FIGS. 7 and 9 described above, only the time t between input 74 and input 75 that exceeds the setting time ts is shown, and the time t between inputs 71, 73, 74 within the setting time ts is omitted.
[0120] For example, as shown in FIG. 12, output control means 53 displays a frame 95 surrounding inputs 71, 73, 74, 75 as factor information. Frame 95 is displayed in a preset color (for example, orange color) corresponding to the factor that the input speed condition was not satisfied so as to be able to identify the factor that the specific action was not activated.
[0121] Furthermore, for example, as shown in FIG. 12, the output control means 53 displays a callout 96 (i.e., a callout image) as cause information. The callout 96 is different from the callout 92 in FIG. 8 in that it includes the string "Input speed: NG (strong K slow)". The string "Input speed: NG (strong K slow)" indicates that the input speed condition among the conditions included in the activation condition of the cancel was not satisfied, and the string "(strong K slow)" indicates that the operation input of the button corresponding to "strong kick" among the commands for cancel was slow.
[0122] By looking at the cause information, the user can immediately grasp the reason why the cancel was not activated. Specifically, the user can immediately grasp from the color of the frame 95 surrounding the inputs 71, 73, 74, 75 which of the conditions included in the activation condition the command input corresponding to the activated cancel did not satisfy. Also, the user can immediately grasp from the string "(strong K slow)" in the callout 96 which operation among the cancel inputs was slow.
[0123] Note that the output mode of the cause information indicating that the input speed condition was not satisfied is not particularly limited. For example, the callout 96 may only include the string "Input is slow!", and may not include information regarding the input time condition or accuracy condition that was satisfied. Also, the callout 96 may not include a string such as "(strong K slow)".
[0124] Note that the output mode of the cause information indicating that the input speed condition was not satisfied is not particularly limited. For example, the callout 96 may only include the string "Input is slow!", and may not include information regarding the input time condition or accuracy condition that was satisfied. Also, the callout 96 may not include a string such as "(strong K slow)".
[0125] For example, the output control means 53 may display the time interval t between two inputs in the user's command input (e.g., in terms of the number of frames), or may display the set time ts imposed on each time interval t (e.g., in terms of the number of frames). Further, when the time interval t is insufficient with respect to the set time ts, the output control means 53 may display the insufficient time (e.g., in terms of the number of frames).
[0126] (Another display example of the start point information) FIG. 13 shows an example different from FIG. 8 regarding the display of the success factor information of the cancellation. In FIG. 13(A), the start point information is displayed in a manner different from FIG. 8. The character string "Cancelable" in the speech bubble 82a indicates that cancellation is possible for the start actions corresponding to the inputs 71 and 72. The character string "Input accuracy" in the speech bubble 82a indicates that the activation condition of the cancellation includes an accuracy condition, and the character string "Input within time" in the speech bubble 82a indicates that the activation condition of the cancellation includes an input time condition. Also, the character string "Input speed: -" in the speech bubble 82a indicates that the activation condition of the cancellation does not include an input speed condition. Thus, the start point information may indicate that no predetermined condition is included in the activation condition.
[0127] FIG. 13(B) shows a game screen D6 that displays the factor information after the game screen D5 is displayed. In FIG. 13(B), the speech bubble 82a shown in FIG. 13(A) is updated to a speech bubble 92a with the factor information added after determining whether the activation condition is satisfied. Note that both the start point information and the factor information may not be displayed, and the start point information may disappear when the factor information is displayed or after a certain period of time has elapsed.
[0128] To summarize the above, the game program according to the present embodiment is a game program executed in a game system including the computer, a controller 31 (operation unit) operated by a user, a display 32 (output unit), and a control unit 5 (computer). The control unit 5 is caused to function as a determination unit 54 that determines whether input information indicating the content of the user's operation on the controller 31 satisfies an activation condition for activating a predetermined action of the user object PA arranged in the game space S, an object control unit 52 that controls the user object PA to activate the predetermined action corresponding to the input information when it is determined that the input information satisfies the activation condition, and an output control unit 53 that outputs factor information regarding the factor for which the predetermined action was activated or the factor for which the predetermined action was not activated to the display 32.
[0129] According to the game program according to the present embodiment, by displaying factor information regarding the factor for which a predetermined action was activated on the display 32, for example, when the user accidentally activates a predetermined action while operating the user object PA, the user can immediately grasp the reason why the predetermined action was activated. Also, by displaying factor information regarding the factor for which a predetermined action was not activated on the display 32, for example, when a predetermined action is not activated despite the user's attempt to perform an operation for activating the predetermined action, the user can immediately grasp the reason why the predetermined action was not activated.
[0130] Further, in the present embodiment, when it is determined that the action of the user object PA is a starting action, the output control unit 53 displays information regarding the starting action, so that the user can immediately grasp whether the action of the user object PA is an action serving as a starting point for activating a specific action.
[0131] Also, in this embodiment, the output control means 53 causes the display 32 to display the history area 66 and the factor information such that the factor information is included in the information indicating the operation content related to a predetermined action in the history area 66 (for example, frames 91, 93, 95, etc.) or the factor information is associated with the information (for example, balloons 92, 94, 96, etc.). Thereby, among the operation contents shown in the history area 66, the user can immediately grasp which operation content is the operation content related to the specific action.
[0132] [Another display example of factor information] Next, with reference to FIGS. 14 to 18, a display example of the factor information and the starting point information when an operation input for activating another type of specific action other than cancellation is performed will be described.
[0133] (Display example of failure factor information: special move) FIG. 14 is a game screen D7 showing a display example of failure factor information when a command input corresponding to a special move of the user object PA is made.
[0134] Assume that the user object PA is located on the left side of the screen with respect to the opponent object PB. In this case, the command input for the user object PA to perform a certain special move A is to maintain a predetermined operation state, for example, the state of pressing the left button or the state of pressing the left button and the down button simultaneously (see input 101 in FIG. 14) for a certain period of time (hereinafter referred to as the "required charge time") or more, and then press the right button and the weak punch button (see inputs 102 and 103 in FIG. 14). In this case, the activation condition for activating the special move A includes the condition that the actual charge time (hereinafter referred to as the "actual charge time") of maintaining the predetermined operation is equal to or more than the required charge time.
[0135] When the determination means 54 determines that the input information does not satisfy the condition that the actual accumulation time is greater than or equal to the required accumulation time, the object control means 52 controls the user object PA so as not to activate the special move A but to perform a normal weak punch. Further, the output control means 53 displays, on the display 32, a speech bubble 105 including the string "Insufficient accumulation time!" as failure cause information. Thereby, the user can immediately grasp that the special move A was not activated because the actual accumulation time was insufficient.
[0136] The output control means 53 may output, within the speech bubble 105, shortage time information indicating how much the actual accumulation time falls short of the required accumulation time. The shortage time information may be a character string indicating the number of frames obtained by subtracting the actual accumulation time from the required accumulation time. Alternatively, the shortage time information may display a required accumulation time gauge having a length corresponding to the number of frames of the required accumulation time, and may visibly indicate the area occupied by the shortage time within the required accumulation time gauge.
[0137] Also, at the timing when the maintenance of a predetermined operation is started or when the actual accumulation time has accumulated for a predetermined time, the output control means 53 may display the number of frames of the required accumulation time before displaying the failure cause information, or alternatively or in addition, may display a countdown of the shortage time.
[0138] (Display example of success cause information: button pressing) FIG. 15 shows a display example of the success cause information of the above-described button pressing. FIG. 15(A) shows a game screen D8 for displaying start point information of button pressing. In this example, pressing the middle kick button while the down button is pressed, that is, an attack corresponding to inputs 111, 112 (crouching middle kick), is set as the start point action of button pressing. As shown in FIG. 15(A), when the inputs 111, 112 are received by the control unit 5, the output control means 53 displays, on the display 32, a frame 113 surrounding the inputs 111, 112 and a speech bubble 114 as start point information.
[0139] Inside the speech bubble 114, there is a string "Pressable! (Stun difference: 5F)". In this string, "Pressable!" indicates that a press can be activated for the starting action corresponding to the inputs 111 and 112. In this string, "(Stun difference: 5F)" indicates that the time difference from when the stun time of the attack (starting action) corresponding to the inputs 111 and 112 ends until the opponent object PB that has received the attack can perform the next action (in other words, until the state where the opponent object PB has fallen down ends) is 5 frames.
[0140] Furthermore, inside the speech bubble 114, there is a list 114a of attack actions that can generate an attack determination within the stun difference. In this example, in the list 114a, a weak punch with a generation time of 3 frames and a crouching kick corresponding to the simultaneous pressing of the down button and the weak kick button with a generation time of 4 frames are shown.
[0141] Figure 15(B) shows the game screen D9 that displays success factor information after the game screen D8 is displayed. In Figure 15(B), as the success factor information, a speech bubble 115 is shown. The speech bubble 115 includes a pattern 115a that indicates the operation timing of the user who achieved the press. Specifically, the pattern 115a includes block representations of 1 frame connected horizontally, representing a frame block with a total stun difference of 5 frames as a whole. In the pattern 115a, it is possible to grasp at which timing in this frame block the user operated and at which timing the attack determination occurred.
[0142] (Example of displaying failure factor information: Press) Figure 16 shows an example of the display of the success factor information of the above-mentioned press. Figure 16(A) is the same as Figure 15(A).
[0143] FIG. 16(B) shows a game screen D10 that displays failure factor information after the game screen D8 is displayed. In FIG. 16(B), as the failure factor information, a speech bubble 116 including the string "Did not reach" is shown. The string "Did not reach" indicates that the opponent object PB moved to a position where the weak punch of the user object PA could not reach (e.g., tripped or moved backward) due to receiving a crouching kick as the starting action, and as a result, the continuous attack by button pressing did not succeed.
[0144] The string in the speech bubble 116 may be changed to "Distance: NG" instead of the string "Did not reach". Also, the string "Operation timing: OK" may be included in the speech bubble 116 to indicate that the operation timing for button pressing satisfied the activation condition.
[0145] The output control means 53 may display information on whether the attack determination generated within the stun difference contacts the hit determination area of the opponent object PB. In other words, the output control means 53 may include information on whether the attack determination generated within the stun difference enables a continuous attack by button pressing. For example, the list 114a in the speech bubble 114 shown in FIGS. 15(A) and 16(A) may include information indicating that the attack is out of range of the opponent object PB and does not hit. Alternatively, the list 114a in the speech bubble 114 may be a list of attack actions that can generate an attack determination within the stun difference and enable the attack determination to succeed in a continuous attack by button pressing.
[0146] For example, after user object PA hits a certain attack on opponent object PB, by taking a few steps towards opponent object PB and then using a technique before the hit stun time ends, it is possible to continuously hit techniques that would not normally reach in terms of distance. Thus, when the action of taking a step after hitting an attack on opponent object PB and then continuously hitting the next attack is defined as a specific action, the activation conditions for that specific action may include, during the hit stun time, user object PA walking towards opponent object PB, using a predetermined special move within a predetermined time, not triggering another technique that does not lead to a consecutive hit, and so on.
[0147] (Example of display of failure factor information: back attack) FIG. 17 shows an example of the display of success factor information for a back attack. FIG. 17(A) shows game screen D11 that displays the starting point information of the back attack. The "back attack" refers to an attack performed by user object PA from behind opponent object PB when opponent object PB jumps in such a way as to leap over user object PA.
[0148] A more detailed explanation will be given about the turning attack. When the positions of the user object PA and the opponent object PB in the game screen are swapped left and right, the direction of the user object PA changes from one side to the other. The same applies to the opponent object PB. However, when the opponent object PB jumps over the user object PA, the opponent object PB does not change its left - right direction during the jump and changes its direction after landing. In this game, when the opponent object PB jumps in such a way as to jump over the user object PA, since the opponent object PB in the air cannot guard against an attack from behind during the jump, the user has a desire to hit the opponent object PB with an attack from behind with the user object PA before the opponent object PB lands. However, there may be a so - called "rolling attack" where the opponent object PB jumps over the user object PA and attacks from behind the user object PA. Therefore, for the user, it is ideal to make the user object PA perform an attack that can overcome the rolling attack of the opponent object PB before the opponent object PB lands and hit the opponent object PB from behind. However, since that attack will not hit unless the user object PA changes its direction, the user needs to input a command to make the user object PA attack after turning, or input a special special move command where a special move comes out when turning, or change the command input to a command input that is reversed left - right halfway through inputting the command for a special move after the opponent object PB jumps over the user object PA, so as to make the user object PA perform an attack with a direction different from before the opponent object PB jumps. An attack or special move triggered by such an input is a turning attack. Note that depending on the type of attack of the user object PA, there are some attacks that the opponent object PB can guard against in the air regardless of its direction in the air. In that case, it is necessary to use a move that cannot be guarded against in the air.
[0149] The command input for performing a turning attack described in this example is to hold down the down button (refer to input 121 in FIGS. 17(A) and 17(B)) for a certain period of time (charging time), and then press the up button and the weak punch button (refer to inputs 123 and 124 in FIG. 17(B)). It is assumed that the activation conditions for the turning attack include conditions related to the charging time and conditions related to the positional relationship. The condition related to the charging time is that the actual charging time is equal to or greater than the required charging time. The condition related to the positional relationship is that the direction of the user object PA has changed because the opponent object PB has jumped over the user object PA.
[0150] When the determination means 54 determines that the action of the opponent object PB is the starting action, more specifically, as shown in FIG. 17(A), when it is determined that the opponent object PB has made a jump such that it jumps over the user object PA, the output control means 53 displays the starting information on the display 32. Whether the opponent object PB has made a jump such that it jumps over the user object PA is determined from the jump action of the opponent object PB and the positional relationship between the opponent object PB and the user object PA.
[0151] The output control means 53 displays, on the display 32, an image 122 including the character string "Turning attack possible" as the starting information. The character string "Turning attack possible" indicates that the opponent object PB has started a jump such that it jumps over the user object PA. The image 122 is arranged at a predetermined position within the screen.
[0152] Figure 17(B) shows game screen D12 that displays factor information after game screen D11 is displayed. In Figure 17(B), speech bubble 126 is shown as failure factor information. Inside speech bubble 126, there are strings "Turn attack failed!", along with strings "Charge time: OK", "Position relationship: NG", and "(1 frame too early!)". The string "Charge time: OK" indicates that the condition regarding the charge time was satisfied. The string "Position relationship: NG" indicates that the condition regarding the position relationship was not satisfied. That is, since user object PA started the attack before changing direction, in Figure 17(B), it does not face the opponent object PB from behind and jumps out to the right side of the screen. The string "(1 frame too early!)" indicates that it was necessary to input the command 1 frame later to satisfy the condition regarding the position relationship.
[0153] (Example display of success factor information: Turn attack) Figure 18 shows an example display of failure factor information for a turn attack. Figure 18(A) is the same as Figure 17(A). Figure 18(B) shows game screen D13 that displays success factor information after game screen D11 is displayed. In Figure 18(B), speech bubble 127 is shown as success factor information. Inside speech bubble 127, there are strings "Turn attack successful!" along with strings "Charge time: OK", "Position relationship: OK". That is, since all the activation conditions for the turn attack are satisfied, in Figure 17(B), a state where the attack that makes user object PA face behind opponent object PB is successful is shown.
[0154] For example, even if the opponent object PB starts a jump that allows it to leap over the user object PA, if the user object PA only changes its direction just before the opponent object PB lands, there may not be enough time to trigger a backhand attack. In such a case, instead of displaying an image 122 indicating that a specific action (in this case, a backhand attack) is possible (hereinafter referred to as "activatable information"), the output control means 53 may display an image indicating that the specific action (backhand attack) is impossible (hereinafter referred to as "unactivatable information"). Further, while the unactivatable information is being displayed, if the user object PA moves in such a way that a backhand attack becomes possible (for example, if the time available to trigger a backhand attack exceeds a certain period), the output control means 53 may change the displayed unactivatable information to activatable information. By outputting information indicating whether an action is activatable or not in this way, a better environment for honing game skills can be provided to the user. For example, when the opponent object PB jumps towards the user object PA, the user can practice determining whether to move the user object PA backward and then trigger a forward attack, or move the user object PA forward and trigger a backhand attack, and then input the corresponding command.
[0155] Also, the backhand attack described with reference to FIGS. 17 and 18 was triggered by a command input that did not include pressing the left or right button. However, it is more difficult to trigger a backhand attack using a special move command that includes pressing the left or right button. This is because the button inputs for the command to trigger a move when the user object PA is facing right (in other words, when the user object PA is located on the left side of the screen relative to the opponent object PB) (hereinafter referred to as the "right-facing command") and when the user object PA is facing left (when the user object PA is located on the right side of the screen relative to the opponent object PB) (hereinafter referred to as the "left-facing command") are reversed left and right.
[0156] That is, when the state of the user object PA changes from the right-facing state to the left-facing state due to the opponent object PB jumping, the state changes from a state where a right-facing command is required to a state where a left-facing command is required. Therefore, for example, when the opponent object PB jumps over the right-facing user object PA from right to left, after the user object PA changes from the right-facing state to the left-facing state while the user is inputting a right-facing command, in order to perform a turning attack, the user needs to input the part of the left-facing command from the middle onwards. Also, for example, when the opponent object PB completes a right-facing command at the moment it jumps over the user object PA to the left, the user object PA automatically turns to the left and performs a turning attack. Therefore, a turning attack can be realized with only a right-facing command. Also, for example, when the opponent object PB jumps over the user object PA to the left and then inputs a command for a turning attack, the user needs to input a left-facing command from the beginning in order to perform a turning attack.
[0157] For example, consider a case where a rightward command to activate a certain special move is to operate the right button, down button, simultaneous pressing of the down button and right button, and punch button in this order, or to operate the simultaneous pressing of the down button and right button, down button, simultaneous pressing of the down button and right button, and punch button in this order. Suppose the right button, down button, and simultaneous pressing of the down button and right button are input in order, and after the opponent object PB jumps over the user object PA in the rightward state from right to left, the simultaneous pressing of the down button and left button and the punch button are input in order. Then, the user object PA performs a turning attack by activating the special move corresponding to the above rightward command while turning to the left. This is because the simultaneous pressing of the down button and left button after the opponent object PB jumps over the user object PA from right to left corresponds to the simultaneous pressing of the down button and right button in the rightward command. Also, when the right button, simultaneous pressing of the down button and right button, and down button are input in order, and after the opponent object PB jumps over the user object PA in the rightward state from right to left, the simultaneous pressing of the down button and left button and the punch button are input in order, similarly, the user object PA activates the special move corresponding to the above rightward command while turning to the left.
[0158] Thus, in order to activate a turning attack with a special move of command input including input of the left button or right button (including input of simultaneous pressing of the left button or right button and the down button, etc.), the relationship between the timing when the user object PA changes its direction and the command input timing is important. In this embodiment, as factor information indicating the factor of whether the turning attack has been activated or not, the relationship between the timing when the user object PA changes its direction and the command input timing, etc. can be displayed. Therefore, a comfortable game environment for practicing the turning attack can be provided to the user.
[0159] <Other Embodiments> The present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.
[0160] For example, the game program 34a may not be recorded on the game medium 34. For example, it may be downloaded to the game device 2 from the outside via the communication network NW. For example, the game device 2 included in the game system of the present invention may be a portable information terminal such as a smartphone, and the operation unit and the display unit may be a touch screen or the like. Further, the display unit for displaying the game screen may be a head-mounted display or the like.
[0161] Also, in the above embodiment, the game system 1 includes the game device 2 and the server device 4, but the game system of the present invention may have a configuration that does not include the server device.
[0162] The game program of the present invention may be executed by at least one computer of the game device 2 and the server device 4. For example, a part of the game program of the present invention may be stored in the server device, and the rest of the game program of the present invention may be downloaded to the game device or recorded on a recording medium for reading by the game device. For example, the control unit 41 of the server device 4 may function as part or all of the functional units 51 to 54 by executing the game program stored in the storage unit 42. In this case, the game program of the present invention is a program stored in the server device 4 or distributed and stored in the game device 2 and the server device 4.
[0163] Also, in the above embodiment, the control unit 21 of the game device 2 functions as the game space generation means 51, the object control means 52, the output control means 53, and the determination means 54 by executing the game program 34a, but some of these functional units 51 to 54 do not have to function.
[0164] For example, the present invention is applicable not only to online games but also to offline games. Further, in the above embodiment, as an example of a battle game, a fighting game was described, but the present invention is not limited thereto. For example, the present invention is applicable not only to combat fighting games but also to action games, role-playing games, shooting games, sports games, racing games, and the like.
[0165] In the above embodiment, it has been described that factor information is displayed on the game screen in the training mode, but the present invention is not limited thereto. For example, factor information may also be displayed on the game screen of another game mode such as the CPU battle mode. Further, the present invention is applicable to games without a training mode.
[0166] The number and type of conditions included in the activation conditions may differ for each specific action. In the above embodiment, input time conditions, input speed conditions, etc. were exemplified as activation conditions, but the activation conditions are not limited to those described in the above embodiment. The activation conditions may include conditions other than the input time condition and the input speed condition, or may include only one of the input time condition and the input speed condition, or may include both the input time condition and the input speed condition. The activation conditions may include an accuracy condition or may exclude the accuracy condition.
[0167] The activation conditions are not limited to those described in the above embodiments. The activation conditions may include another condition instead of or in addition to one or both of the input time condition and the input speed condition. For example, the activation condition may include the condition that an attack as a starting action hits the opponent object. For example, the activation condition may include the condition that an attack of the user object hits the opponent object without being guarded by the opponent object. The activation condition may include the condition that an attack of the user object hits the opponent object regardless of whether it is guarded by the opponent object. The activation condition may include the condition that an attack of the opponent object is guarded. The activation condition may not include whether an attack of the user object PA hits or is guarded by the opponent object PB. For example, even if an attack of the user object PA is neither hit nor guarded, it may be cancellable.
[0168] Also, the activation condition may include the condition that a predetermined parameter (for example, the skill gauge 64 shown in FIG. 3) reaches a predetermined value. In this case, the specific action may be an action that consumes a predetermined parameter. Also, for example, the activation condition may include an accuracy condition that the input information matches a predetermined command input. The output control means may visibly display which of the normal command and the abbreviated command satisfies the accuracy condition. Alternatively, the accuracy condition may be excluded from the activation condition.
[0169] The input for activating the specific actions described in the above embodiments is merely illustrative. For example, assume that a certain cancel input is to maintain the state of pressing the down button for a time longer than the required accumulation time and then press the up button and the attack button. Since such a cancel input requires an input to maintain the state of pressing the down button for a certain period of time, it is easy for the user to cancel the attack that occurs when the attack button is pressed while the down button is pressed, namely, the so-called crouching attack. By such a cancel input including an input of maintaining the down button for a time longer than a certain period, it is also possible to cancel the standing attack instead of the crouching attack.
[0170] For example, if the user performs an operation on the attack button that is the standing attack to be canceled during the cancel input and then performs the remaining input of the cancel input, the standing attack can be canceled. Specifically, after performing the input of maintaining the state of pressing the down button in the cancel input for a time longer than the required accumulation time, without immediately pressing the up button (for example, in a neutral state where no direction button is pressed), only press the attack button. As a result, the crouched character stands up and then performs a standing attack. Then, during the input reception time, if the remaining input of the cancel input, namely, pressing the up button and the attack button, is performed to complete the special move command, the standing attack is stopped midway and the special move corresponding to the cancel input is activated.
[0171] In this case, the cause information displayed by the output control means 53 may include, in addition to information on whether the actual accumulation time is longer than the required accumulation time, information on whether the input time condition is satisfied, information on whether the input speed condition is satisfied, information on whether the standing attack that is the target of cancellation has occurred, and information on whether the attack button for activating the standing attack is pressed during the time between stopping pressing the down button and pressing the up button.
[0172] Also, the starting action of the cancel activated by a cancel input including an input of holding the lower button as described above for a certain period of time or more may be the crouching of the character corresponding to starting to press the lower button for a certain period of time, or may be the standing attack to be canceled.
[0173] The specific action is not limited to that described in the above embodiment. The specific action may be activated without a predetermined starting action. For example, the specific action may be a special move of an object. The specific action may be a so-called "guard cancel" in which, at the moment when an object guards an attack of an opponent object, a command input for guarding that attack is performed to cancel the guard halfway (that is, cancel the guard's stiffness time) and enable the next action. In addition, the specific action may be a jump cancel that cancels an action such as a technique with a jump, a rapid-fire cancel that cancels from a normal move to another move, a trigger combo that can cancel from a normal move to a normal move, a super cancel that can cancel into an action that consumes a gauge, a cancel from a special move to a special move that cancels a special move halfway and moves to another special move, an air cancel that cancels a technique without hitting the technique, and the like.
[0174] Depending on the type of action, it is possible to ignore the input reception time. In that case, depending on at what timing the cancel input operation is performed, whether a combo is successful or whether a counterattack by a guard cancel hits during the opponent's action is determined.
[0175] For example, the specific action may be an invincible move, so-called a reversal, that is performed just when the user object stands up. Here, the invincible move means a move that is not attacked by the opponent object from the start of the time when the move is performed until the end of the stiffening time. In other words, the invincible move is a move whose hit detection area disappears from the start to the end of the move. For example, when the user object stands up from a state where it has been downed due to an attack, a hit detection is generated at the same time as the user stands up in an invincible state while down. When the opponent object attacks in accordance with that timing, it is an effective strategy for the user to perform an action that performs an invincible move just at the time. Therefore, showing the user the cause of the failure of an input that attempts to perform an invincible move just at the time when the user object stands up is useful for improving the user's game skill. In addition, after guarding against the user object standing up or some other attack, the user may perform an attack with a slow start-up in anticipation of the opponent not counterattacking. In such a case, an action that causes the user object to perform a move with a fast start-up, so-called a rampage, may also be a specific action.
[0176] The specific action does not have to be a special action set in the game, and may be a simple action of the user object (for example, a simple punch or jump). The specific action may be any action that has an activation condition. For example, when an opponent object attacks with a projectile, the attack can be avoided if the user object jumps at a certain timing. In this case, a jump that can avoid the attack when the activation condition of jumping at a certain timing is satisfied is a specific action.
[0177] In addition, when a user object hits an opponent object with a technique that has a multiple-frame attack judgment, the time from the hit to the end of the stiffness period is shorter if the attack judgment hits just before it disappears than if the attack judgment hits at the beginning of the attack judgment, and the user object can move on to the next action immediately. If such an attack is set as a specific action, the activation condition can be a condition that it hits in the latter half of the attack judgment duration.
[0178] The specific action activation process shown in FIG. 6 is merely an example. The specific action activation process shown in FIG. 6 was a game process related to the activation of a specific action that could be activated after the object performed the starting action. However, in the case of a game process related to the activation of a specific action that does not require a starting action, steps S1 and S2 in FIG. 6 are omitted. In this case, it is likely that the input information will frequently not meet the activation conditions. However, by setting the factor output conditions more strictly, it is possible to prevent the factor information regarding the factors for which the specific action was not activated from being displayed more than necessary.
[0179] The start timing of the input reception time and the duration from the start to the end of the input reception time can vary depending on the type of game, the starting action, and the type of cancel input.
[0180] The input information may be information indicating that a button has been rapidly pressed.
[0181] In the above embodiment, the output control means 53 displayed the frame 81 and the speech bubble 82 surrounding the inputs 71 and 72 in the history area 66 as starting information. However, the display mode of the starting information is not limited to this. For example, in order to indicate that the action of the object corresponding to the inputs 71 and 72 is the starting action, the output control means 53 may change the color or shape of the image corresponding to the inputs 71 and 72 in the history area 66 from that of other inputs that do not correspond to the starting action, or may perform highlighting, animation, etc. on the notation corresponding to the inputs 71 and 72. The starting information may be displayed on the game screen regardless of the history area. Also, the starting information may be, for example, the lighting or flashing of an object displayed on the game screen, or a speech bubble or caption displayed on the game screen.
[0182] For example, the string in the speech bubble 82 can also be set as appropriate according to the mode of the game. In the above embodiment, as information indicating the activation condition, the string "Cancel: 15F" was included in the speech bubble 82, but only "Cancel" may be displayed in the speech bubble 82. That is, the information indicating the activation condition may not be included in the speech bubble 82. The starting point information may not include the information indicating the activation condition.
[0183] In the above embodiment, the output control means 53 displays the frames 91, 93, 95 and the speech bubbles 92, 94, 96 surrounding the inputs 71, 73, 74, 75 in the history area 66 as the cause information, but the display manner of the cause information is not limited to this. For example, the cause information may be displayed in a manner that makes it possible to identify the cause of the inputs 71, 73, 74, 75 not satisfying the activation condition. For example, the display control means 53 may change the color or shape of the image corresponding to the inputs 71, 73, 74, 75 in the history area 66, the notation method corresponding to the inputs 71, 72, animation, etc., according to the cause of the inputs not satisfying the activation condition so that the cause of the inputs 71, 73, 74, 75 not satisfying the activation condition can be identified. Note that the history (information) of the user's operation contents is displayed in the history area 66, but the history information itself does not actively indicate the cause of the predetermined behavior or the cause of the predetermined behavior not being activated. For example, the same input history is displayed in the history area 66 regardless of whether a command is input quickly or slowly. For example, consider a case where a command for initiating a specific action is to operate the down button, the down button and the right button simultaneously, the right button, and the weak punch button in this order. In this case, whether the series of inputs of the down button, the down button and the right button simultaneously, the right button, and the weak punch button are input slowly or quickly, the same history information is displayed in the history area 66. Specifically, whether the inputs are input slowly or quickly, the history area 66 displays, from bottom to top, a down arrow symbol corresponding to the down button, a diagonal right down arrow symbol corresponding to the simultaneous pressing of the down button and the right button, a right arrow symbol corresponding to the right button, and a notation "Weak P" corresponding to the weak punch button. The game realized by the present invention is different from a game that displays history information in that, in addition to the history information in the history area 66, factor information regarding the factors that caused the command input of operating the down button, the down button and the right button simultaneously, the right button, and the weak punch button in this order to succeed or fail in initiating the corresponding specific action is displayed.
[0184] For example, the character strings within the balloons 92, 94, and 96 can also be appropriately set according to the game mode. The output control means 53 may change the color, shape, etc. of the images corresponding to the balloons 92, 94, and 96 according to the factor for which the inputs 71, 73, 74, and 75 did not satisfy the activation condition, so as to be able to identify the factor.
[0185] Also, in the above embodiment, the output control means 53 executes the start point information output process, but the output control means may not execute the start point information output process.
[0186] As factors for which a specific action was activated or not activated, multiple types of factors were described, but the factors for which a specific action was not activated do not have to be multiple types. Also, the output control means may cause the output unit to output a plurality of pieces of factor information related to the multiple types of factors simultaneously.
[0187] In the above embodiment, arrows, "Middle K", etc. were displayed in the history area 66 to indicate the operation content of the user, but the notation method within the history area 66 is not particularly limited to this. As long as it is displayed so that it can be understood which operator the user operated in which order, the display mode is not particularly limited.
[0188] In the above embodiment, regardless of whether or not to activate a specific action, the output control means 53 executes the factor information output process, but the present invention is not limited to this. For example, the output control means 53 may display only one of the factor information regarding the factor for which a specific action was activated and the factor information regarding the factor for which a specific action was not activated. For example, only when the answer is No in step S3 in the specific action activation process shown in FIG. 6, the output control means 53 may display the factor information.
[0189] In the above-described embodiment, the output control means 53 causes the display 32 to display the history area 66 and the factor information such that the factor information is included in or associated with the information indicating the operation content related to the specific action in the history area 66. However, the present invention is not limited to this. The factor information may be displayed on the game screen independently of the history area. Further, the present invention is applicable to games that do not display a history area. The factor information may be, for example, the lighting or blinking of an object displayed on the game screen. Also, the factor information may be, for example, a gauge displayed on the game screen. Further, the factor information may be, for example, a speech bubble or a telop displayed on the game screen.
[0190] For example, in a game where two objects fight against each other, there are games where each object's attack has a strength, such as when a weak punch of one object overlaps with a medium punch of the other object, the medium punch wins unilaterally, and when a special move overlaps with a strong punch, the special move wins unilaterally. In such a game, the activation condition for activating a specific action of hitting an opponent when attacks are generated simultaneously may include a condition that the technique has a strength stronger than the strength of the attack currently being made by the opponent object.
[0191] Also, for example, in a game where two objects fight against each other, there are games where each object's attack has a different activation time, such as when the activation times of a weak punch of one object and a medium punch of the other object start simultaneously, only the weak punch of the object with the shorter activation time hits the other object. In such a game, the activation condition for activating a specific action of hitting an opponent when attacks are generated simultaneously may include a condition that the technique has an activation time shorter than the activation time of the attack currently being made by the opponent object.
[0192] In the above-described embodiment, the mode in which the factor information is output as part of the game image has been described. However, the present invention is not limited to this. For example, the present invention includes those that output the factor information as game sound. That is, the "output unit" in the present invention does not have to be a display unit such as a monitor or a touch screen, and may be an acoustic output unit such as a stationary speaker or headphones. Further, the present invention includes those that output the factor information as the vibration of a device such as the controller 31. That is, the "output unit" in the present invention may be a device that is in contact with the user.
[0193] Also, in the above-described embodiment, the starting action does not have to be the action of the user object, which is an object operated by the user. For example, the starting action may be the action of the opponent object against which the user object battles. In this case, for example, regarding the action of the opponent object, when the user object attacks during the opponent object's stun time, information on whether the attack button could be pressed during the stun, information on whether it could be canceled after the attack hit, information on whether the reach (attack determination) of the user object's attack reached the opponent object, etc. can be the factor information. In a game in which an object that becomes an ally of the user object appears, the starting action may be the action of the ally object.
[0194] The means for determining whether it is the starting action may be AI. For example, information regarding the operation content of the user may be sent from a plurality of game devices to the server device, and combo data may be accumulated in the server device. The AI of the server device may identify the user object action that is likely to be the starting point from the data accumulated in the server device, such as the technique that is often the starting point or the operation content of the user who is practicing, and determine the identified action as the starting action.
[0195] When the starting action and the specific action are continuous, the specific action can become the starting action. For example, the action of the user object by the eye-press input may be the starting action for a certain cancel action.
[0196] If the user operates continuously, multiple starting actions will occur. If starting information is displayed every time a starting action occurs, the game screen will become cluttered. Therefore, depending on the user's settings through an option screen or the like, it may be possible to specify starting actions that are displayed or displayed separately from other starting actions. In this case, when a starting action that has not been specified occurs, the starting information regarding the starting action that has not been specified may not be displayed, or may be displayed so as not to be conspicuous compared to the specified starting action. Until the determination for the starting action is completed, information on other starting actions may not be displayed. They may be individually displayable, such as for each starting action or for each factor information.
[0197] The starting action may be set by the user. For example, when the user desires to practice using a certain special move when a certain action is taken by an opponent object, the user may set the certain action of the opponent object as a starting action accompanied by the display of starting information.
[0198] In some cases, such as when two different special move commands partially overlap, two or more special moves may be activated simultaneously in response to the user's command input. In this case, the special move with the higher priority may be activated. Also, in order to activate a special move with a lower priority, a different special operation input may be added to the input command of the special move with the lower priority so that the special move with the lower priority is activated. The activation conditions for activating a special move with a lower priority may include the condition that a special operation input different from the command input of that special move is made. The special operation input may include an operation such as keeping no direction button operated (neutral) between a direction button operation in one direction and a direction button operation in another direction in the command input of the special move. That is, maintaining a completely non-operated state for a certain period between two inputs in the command input is also included in the user's operation content.
[0199] Even when these other embodiments are adopted, the effects of the present invention are exhibited. Also, it is possible to appropriately combine this embodiment, the modification examples, and other embodiments.
Explanation of Reference Numerals
[0200] 1: Game system 2: Game device 4: Server device 5: Control unit 21: Control unit 31: Controller 32: Display 33: Speaker 34a: Game program 41: Control unit 42: Storage unit 42a: Game program 42b: Game data 51: Game space generation means 52: Object control means 53: Output control means 54: Judgment means
Claims
1. A game program executed in a game system including an operation unit operated by a user, an output unit, and a computer, wherein the computer is caused to function as: determination means for determining whether input information indicating the content of the user's operation on the operation unit, which is input during the activation of a predetermined starting action of an object arranged in the game space, satisfies an activation condition for activating a predetermined specific action; object control means for controlling the object to activate the specific action corresponding to the input information when it is determined that the input information satisfies the activation condition; and output control means for causing the output unit to output factor information indicating a factor related to the user's operation on the operation unit, which is information indicating whether the input information has satisfied the activation condition, wherein the activation condition includes that an operation corresponding to the specific action is performed within an input reception time set from the start to the end of the starting action, and the output control means causes the output unit to output, as the factor information, information on whether an operation corresponding to the specific action has been performed and information on whether the operation corresponding to the specific action has been completed within the input reception time. A game program.
2. The game program according to claim 1, wherein the operation corresponding to the specific action includes a series of operations for operating a plurality of operators in a predetermined order.
3. The game program according to claim 1 or 2, wherein the specific action includes canceling the starting action halfway and taking an action corresponding to the input information that satisfies the activation condition.
4. The determination means determines whether the action of the object is the starting action, and the output control means causes the output unit to output information on the starting action when it is determined that the action of the object is the starting action. The game program according to any one of claims 1 to 3.
5. the activation condition varies according to the type of the specific action, and a first activation condition for activating a first action, which is a certain type of the specific action, includes a condition that the input information is input within a predetermined input reception time from the start to the end of a predetermined first starting action of the object. The second activation condition for activating a second action, which is a type of specific action different from the first action, includes the condition that the input information is input within a predetermined effective operation time after a predetermined second starting action of the object ends. The game program according to any one of claims 1 to 4.
6. The output unit includes a display unit on which the object is displayed. The output control means causes the display unit to display the factor information, and causes the display unit to display a history area indicating a history of the user's operation content. The output control means causes the display unit to display the history area and the factor information such that the factor information is included in or associated with information indicating the operation content related to the specific action in the history area. The game program according to any one of claims 1 to 5.
7. The operation unit includes a first operator and a second operator. The input information is a combination of information indicating the user's operation content with respect to the first operator and information indicating the user's operation content with respect to the second operator. The game program according to any one of claims 1 to 6.
8. The input information indicating the user's operation content with respect to the first operator corresponds to the movement of the object in the game space. The game program according to claim 7.
9. The operation unit includes a button. The input information is information indicating that the button has been rapidly pressed. The game program according to any one of claims 1 to 8.
10. The action corresponding to the input information includes actions other than the attack action by the object. The game program according to any one of claims 1 to 9.
11. A program storage unit storing the game program according to any one of claims 1 to 10, and A computer that executes the program stored in the program storage unit. A game system comprising.
Citation Information
Patent Citations
Image processing device, electronic game device and storage medium for tv game machine
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