Game Program
The game program innovates puzzle games by grouping enemy characters based on attributes and activating special effects, offering a dynamic and engaging gameplay experience.
Patent Information
- Application Number
- JP2025007187
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-01-17
- Publication Date
- 2026-01-21
- Estimated Expiration
- 2045-01-17
AI Technical Summary
Existing puzzle games on mobile devices lack innovation in combining puzzle elements with battle mechanics, offering a novel gaming experience.
A game program that places movable enemy character objects in a puzzle area, forms groups based on attribute, and executes processing based on the number of enemy objects erased and ally character status, including special object generation and parameter value increase for activating special effects.
Provides a novel puzzle game with dynamic gameplay mechanics, enhancing player engagement through turn-based battles and special effects activation.
Smart Images

Figure 0007804110000001_ABST
Abstract
Description
[Technical Field]
[0001] One embodiment of the present disclosure relates to a game program. [Background technology]
[0002] Conventionally, puzzle games that can be executed on mobile devices such as smartphones that combine puzzle pieces with battle elements between characters have been known. For example, Patent Document 1 discloses a game in which a puzzle area containing multiple puzzle pieces is arranged at the bottom of the game screen, and a battle area containing enemy characters and ally characters is arranged at the top of the game screen. In such a game, a battle takes place between the enemy characters and the ally characters depending on the results of manipulating the puzzle pieces arranged in the puzzle area. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5755785 Summary of the Invention [Problem to be solved by the invention]
[0004] One of the objects of an embodiment of the present disclosure is to provide a novel puzzle game. [Means for solving the problem]
[0005] A game program according to one embodiment of the present disclosure causes a computer to execute game processing by placing a plurality of movable enemy character objects in a puzzle area, placing ally character objects outside the puzzle area, forming adjacent enemy character objects with the same attributes into an enemy character object group, and selecting any enemy character object from the enemy character object group, the game processing including erasing all enemy character objects included in the enemy character object group, and executing predetermined processing based on the number of enemy character objects to be erased and the status of the ally character objects.
[0006] In the above game program, the game processing includes displaying an ally character object attacking an enemy character object that is to be eliminated.
[0007] In the above game program, the predetermined processing includes generating a special object in the puzzle area to be erased in a predetermined erasure manner corresponding to the ally character object when the number of enemy character objects to be erased is equal to or greater than a predetermined number.
[0008] In the above game program, the game processing includes increasing a parameter value corresponding to an ally character object based on the number of enemy character objects to be eliminated, and when the parameter value reaches a predetermined value, a special effect corresponding to the ally character object can be activated.
[0009] In the above game program, the predetermined processing includes generating a special object in the puzzle area when the number of enemy character objects to be eliminated is equal to or greater than a predetermined number, and determining the elimination manner of the special object based on the number of times the game processing is executed.
[0010] In the above game program, the ally character objects include a first ally character object and a second ally character object, for which a predetermined elimination manner of the enemy character objects is determined based on the number of times the game processing is executed, and the predetermined processing includes generating a special object in the puzzle area when the number of enemy character objects to be eliminated is equal to or greater than a predetermined number, and determining the predetermined elimination manner of the special object based on the number of times the game processing is executed.
[0011] In the above game program, the game processing includes increasing a parameter value corresponding to the first ally character object or the second ally character object based on the number of enemy character objects to be eliminated, and when the parameter value reaches a predetermined value, a special effect corresponding to the first ally character object or the second ally character object can be activated.
[0012] In the above game program, attacks against the player are made based on the number of enemy character objects included in the group of enemy character objects.
[0013] In the above game program, when the number of enemy character objects included in the enemy character object group is equal to or greater than a predetermined number, the display mode of the enemy character objects is changed. [Effects of the Invention]
[0014] According to one embodiment of the present disclosure, a novel puzzle game can be provided. [Brief explanation of the drawings]
[0015] [Figure 1] 1 is a block diagram illustrating a configuration of a communication system according to an embodiment of the present disclosure. [Figure 2] 1 is a block diagram illustrating a configuration of a communication device according to an embodiment of the present disclosure. [Figure 3]FIG. 2 is a block diagram illustrating a configuration of a server according to an embodiment of the present disclosure. [Figure 4] FIG. 10 is a diagram showing a game image when a game program according to an embodiment of the present disclosure is executed. [Figure 5] FIG. 10 is a diagram showing a game image when a game program according to an embodiment of the present disclosure is executed. [Figure 6] FIG. 10 is a diagram showing a game image when a game program according to an embodiment of the present disclosure is executed. [Figure 7] FIG. 10 is a diagram showing a game image when a game program according to an embodiment of the present disclosure is executed. [Figure 8] FIG. 10 is a diagram showing a game image when a game program according to an embodiment of the present disclosure is executed. [Figure 9] FIG. 10 is a diagram showing a game image when a game program according to an embodiment of the present disclosure is executed. [Figure 10] FIG. 10 is a diagram showing a game image when a game program according to an embodiment of the present disclosure is executed. [Figure 11] FIG. 2 is a block diagram showing a game processing execution function of a server according to an embodiment of the present disclosure. [Figure 12] FIG. 2 is a block diagram showing a game processing execution function of a communication device according to an embodiment of the present disclosure. [Figure 13] FIG. 10 is a flowchart diagram for executing an enemy attack control function according to an embodiment of the present disclosure. [Figure 14] FIG. 10 is a flowchart diagram for executing a game progression function according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION
[0016] A game program according to one embodiment of the present disclosure will be described below with reference to the drawings. However, the present disclosure can be implemented in many different forms. In other words, the present disclosure should not be interpreted as being limited to the description of the embodiment shown below. In the drawings referred to in this embodiment, identical parts or parts having similar functions are designated by the same reference numerals or reference numerals with an alphabetical character added thereto, and repeated description thereof will be omitted.
[0017] In this specification and claims, the following terms are defined as follows:
[0018] A "game image" is an image displayed on a display that shows the progress of a game. In the case of a puzzle game, a game image including a puzzle area in which multiple puzzle pieces are arranged is displayed on the display. A game player (hereinafter simply referred to as "player") can perform game operations by touching part of the game image.
[0019] A "puzzle area" is an area in a game image where multiple puzzle pieces are placed. Puzzle pieces that can be operated by the player are placed in the puzzle area. The player touches the puzzle pieces placed in the puzzle area and erases them, thereby progressing through the puzzle game.
[0020] A "game object" is, for example, a visible unit on the display. Game objects include, for example, puzzle pieces placed in the puzzle area, as well as ally character objects and enemy character objects placed outside the puzzle area, and objects corresponding to the removal of puzzle pieces. Here, a "puzzle piece" refers to an object that functions as an individual piece that makes up the puzzle (specifically, an image included in a game image that is the object to be operated or processed). Alternatively, a puzzle piece may also serve as an enemy character object, an object corresponding to the removal of a puzzle piece, or an ally character object.
[0021] A "touch operation" refers to an operation performed by a player by contacting a touch panel or the like with a finger or a stylus pen (hereinafter referred to as an "indicator"). A "tap operation" refers to a touch operation in which the time from the start of contact of the indicator to the release of the indicator is short. A "long press operation" refers to a touch operation in which the time from the start of contact of the indicator to the release of the indicator is longer than a tap operation. A "slide operation" refers to an operation in which the contact point is moved while maintaining the contact state of the indicator (an operation that involves a change in the coordinates of the contact point). A slide operation in which the contact time of the indicator is long is sometimes called a swipe operation. A slide operation in which the contact time of the indicator is short is sometimes called a flick operation.
[0022] A "program" refers to an instruction or group of instructions executed by a processor in a computer equipped with a processor and memory. A "computer" is a general term referring to the entity that executes a program. For example, when a program is executed by a server (or a client), the "computer" refers to the server (or the client). When a "program" is executed by distributed processing between a server and a client, the "computer" includes both the server and the client. In this case, the "program" includes "a program executed by the server" and "a program executed by the client." Similarly, when a "program" is processed in a distributed manner among multiple servers, the "computer" includes the multiple servers, and the "program" includes each program executed by each server.
[0023] In the present specification and the drawings, when it is necessary to distinguish between multiple elements of the same type (e.g., multiple enemy character objects), they may be distinguished from one another by adding a number after a common symbol (e.g., EJ, OG, etc.) (e.g., EJ-1, EJ-2, EJG-1 to EJG-4, etc.). However, when there is no particular need to distinguish between them in the description, only the common symbol may be used. Note that in the description of the present specification and the drawings, ordinal numbers are assigned for the convenience of distinguishing between elements and do not indicate priority. Furthermore, the ordinal numbers used in the present specification and the drawings may differ from the ordinal numbers described in the claims.
[0024] [First embodiment] [Communication system configuration] 1 is a block diagram showing a configuration of a communication system 1000 according to an embodiment of the present disclosure. The communication system 1000 includes a communication device 100 and a server 500. The communication device 100 and the server 500 are connected to a network NW such as the Internet or a communication line. The communication system 1000 is a client-server system including the communication device 100 as a client and the server 500.
[0025] The communication device 100 is, for example, a mobile terminal such as a smartphone. By connecting to a network NW, the communication device 100 can communicate with a server 500 or other communication devices. A game application can be installed on the communication device 100. By executing the program of the game application installed on the communication device 100, a puzzle game is provided in which a player can operate an operation object in a puzzle area in response to an operation by the player.
[0026] The game program is downloaded from the server 500 to the communication device 100 via the network NW. However, the game program may be pre-installed on the communication device 100. Furthermore, the game program may be provided in a state recorded on a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, a magneto-optical recording medium, or a semiconductor memory. In this case, the communication device 100 may be any information processing device equipped with a device for reading the recording medium.
[0027] The game program can be executed in any of the following ways: by the communication device 100, by the server 500, or by the communication device 100 and the server 500 sharing the roles (so-called distributed processing).
[0028] The server 500 is an information processing device that provides game programs and various services to the communication device 100. The various services include, for example, login processing, synchronization processing, and other services when an online game is executed on the communication device 100. In addition, the various services may include, for example, services such as SNS (social networking service) and billing processing. The game program is recorded in a storage device included in the server 500, a recording medium readable by the server 500, or a database to which the server 500 can connect via the network NW. In FIG. 1, the server 500 is illustrated as a single information processing device, but may be composed of multiple information processing devices.
[0029] [Communication device configuration] 2 is a block diagram showing the configuration of a communication device 100 according to an embodiment of the present disclosure. The communication device 100 of this embodiment includes a control unit 101, a storage unit 102, a display unit 103, an operation unit 104, a sensor unit 105, an imaging unit 106, a position detection unit 107, a communication unit 108, a sound input / output unit 109, and a notification unit 110. However, the communication device 100 is not limited to one that includes all of these elements.
[0030] The control unit 101 includes a processor (arithmetic processing device) such as a CPU (Central Processing Unit) and a storage device such as a RAM. The control unit 101 executes programs stored in the storage unit 102 using the processor to realize various functions in the communication device 100. Signals output from each element of the communication device 100 are used by the various functions realized in the communication device 100.
[0031] The storage unit 102 is a recording device (recording medium) that can permanently hold information and rewrite information, such as a non-volatile memory or a hard disk drive. The storage unit 102 stores programs and information such as parameters required to execute the programs. For example, the aforementioned game program is stored in the storage unit 102.
[0032] The display unit 103 has a display area that displays various display images (for example, game images, etc.) according to the control of the control unit 101. The display unit 103 is, for example, a display device such as a liquid crystal display or an organic EL display.
[0033] The operation unit 104 is an operation device that outputs a signal (for example, a signal indicating a command or information) in response to an operation by the player to the control unit 101. The operation unit 104 is a touch sensor arranged on the surface of the display unit 103. The operation unit 104 in combination with the display unit 103 constitutes a touch panel. The command or information in response to an operation by the player is input to the communication device 100 by the player touching the operation unit 104 with a pointing object such as a finger or a stylus pen. However, the operation unit 104 may include a switch arranged on the housing of the communication device 100.
[0034] The sensor unit 105 is a device that has a function of collecting information related to the movement of the communication device 100, the environment surrounding the communication device 100, and the like, and converting the information into a signal. The sensor unit 105 in this embodiment is, for example, an acceleration sensor. The control unit 101 obtains information related to the movement (for example, tilt, vibration, etc.) of the communication device 100 based on the output signal of the sensor unit 105. However, the present invention is not limited to this example, and the sensor unit 105 may also include an illuminance sensor, a temperature sensor, a magnetic sensor, or other sensors.
[0035] The imaging unit 106 is an imaging device (camera) that converts an image of an object into a signal. The communication device 100 generates an image file (including a still image file and a video file) based on the imaging signal output from the imaging unit 106. The imaging unit 106 also functions as a scanner that reads an identification code such as a one-dimensional code or a two-dimensional code.
[0036] Based on the position information, the position detection unit 107 detects the position of the communication device 100. The position detection unit 107 of this embodiment detects the position of the communication device 100 using a global navigation satellite system (GNSS).
[0037] The communication unit 108 is a wireless communication module that connects to the network NW and transmits and receives information to and from other communication devices, such as a server 500, connected to the network NW under the control of the control unit 101. The communication unit 108 may include a communication module that performs infrared communication, short-range wireless communication, etc.
[0038] The sound input / output unit 109 inputs and outputs sound. For example, sound is input by a microphone of the sound input / output unit 109. Sound is output by a speaker of the sound input / output unit 109. The sound input / output unit 109 can be used not only for calls with other communication devices, but also for collecting external sounds or outputting voices or sound effects accompanying the progress of a game.
[0039] The notification unit 110 notifies the player of the status of the communication device 100 by visual, auditory, or tactile means. Specifically, the notification unit 110 notifies the player of the status of the communication device 100 by using light, sound, or vibration. For example, the notification unit 110 can notify the player of the presence or absence of communication with an external device by flashing a lamp or vibrating the entire housing. The vibration of the entire housing is performed by a vibrator in the notification unit 110. The notification unit 110 can also notify the player of the occurrence of an event associated with the progress of the game. For example, the notification unit 110 can notify the player that a puzzle piece placed in the puzzle area has satisfied a predetermined condition by using light, sound, or vibration.
[0040] [Server Configuration] 3 is a block diagram showing the configuration of the server 500 according to an embodiment of the present disclosure. The server 500 according to this embodiment includes a control unit 501, a storage unit 502, and a communication unit 503.
[0041] The control unit 501 includes an arithmetic processing circuit (control device) such as a CPU and a storage device such as a RAM. The control unit 501 executes programs stored in the storage unit 502 using a processor, and realizes various functions in the server 500. Signals output from each element of the server 500 are used by the various functions realized in the server 500.
[0042] The storage unit 502 is a recording device (recording medium) that can permanently hold information and rewrite information, such as a nonvolatile memory or a hard disk drive. The storage unit 502 stores programs and information such as parameters required to execute the programs. For example, the aforementioned game program is stored in the storage unit 502. The storage unit 502 also stores various information received from other devices (e.g., the communication device 100) via the network NW.
[0043] The communication unit 503 is a wireless communication module that connects to the network NW under the control of the control unit 501 and transmits and receives information to and from other devices, such as the communication device 100 and other servers connected to the network NW. Examples of other servers include a game server, an SNS server, and an email server.
[0044] [Game Overview] One embodiment of the present disclosure is a game program in which the player progresses by erasing enemy character objects placed as puzzle pieces in a puzzle area placed within a game image in which the player is playing, using a touch operation (mainly a tap operation), and by having ally character objects placed outside the puzzle area attack the enemy character objects.
[0045] [Game image composition] The game image GI described below is displayed on the display unit 103 by the control unit 101 (specifically, the processor included in the control unit 101) of the communication device 100 shown in Fig. 2 executing a game program read from the storage unit 102. However, a configuration may also be adopted in which the control unit 501 (specifically, the processor included in the control unit 501) of the server 500 shown in Fig. 3 executes the game program stored in the storage unit 502 to display the game image GI on the display unit 103 of the communication device 100. In a game application, for example, when a game stage is selected, execution of the game program begins.
[0046] 4 is a diagram showing a game image GI when a game program is executed according to an embodiment of the present disclosure. Specifically, FIG. 4 shows a scene from a puzzle game in which the game program is being executed. The communication device 100 is a mobile terminal such as a smartphone. The game image GI is displayed on the display unit 103 of the communication device 100. Although not shown in the figure, a touch sensor is disposed as the operation unit 104 in approximately the same area as the display unit 103.
[0047] The game image GI shown in FIG. 4 includes a player area PA and an enemy character area ER. In the enemy character area ER, a puzzle area PR and an enemy character energy gauge EG are arranged. In the puzzle area PR, an enemy character object EJ that can be controlled by the player through a touch operation is arranged, and outside the puzzle area PR, an enemy character object EJA that cannot be controlled by the player is arranged. Note that the enemy character object EJA that cannot be controlled by the player does not need to be displayed in the game image GI. The enemy character energy gauge EG corresponds to, for example, points, a score, or a quota set for each stage of the game.
[0048] The player area PA is an area other than the enemy character area ER, and is located outside the puzzle area PR. The player area PA is where ally character objects CJA, CJB, CJC, and the player's energy gauge PG are located. At least one ally character object is required. In the following description, when the ally character objects CJA, CJB, and CJC are not particularly distinguished from each other, they will be simply referred to as ally character object CJ. The ally character object CJ has set status such as level, hit points (HP), attack power, defense power, and type of elimination mode of enemy character objects. The player's energy gauge PG may be set based on, for example, the status (e.g., the total number of hit points) of the ally character object CJ located outside the puzzle area PR.
[0049] In the puzzle area PR, multiple enemy character objects EJR, EJG, EJB, and EJY are arranged adjacent to one another. Here, "adjacent" refers to the distance between the centers of two adjacent enemy character objects being 2r or less, where r is the radius of a circle surrounding the outline of each enemy character object. The enemy character objects EJR, EJG, EJB, and EJY may be arranged based on physical calculations. The multiple enemy character objects EJR, EJG, EJB, and EJY have different attributes. An attribute refers to a common external feature of the enemy character objects. For example, if the enemy character objects have the same color, they may have the same attribute even if they have different shapes. Alternatively, if the enemy character objects have the same shape, they may have the same attribute even if they have different colors. In this embodiment, the multiple enemy character objects EJR, EJG, EJB, and EJY are distinguished by color. For example, EJR may be a red enemy character object, EJG may be a green enemy character object, EJB may be a blue enemy character object, and EJY may be a yellow enemy character object. In the following description, when the attributes of the enemy character object EJ are not particularly distinguished, the enemy character object EJ will simply be referred to as the enemy character object EJ.
[0050] In a game program, enemy character objects EJ of the same attribute that are adjacent to each other in a puzzle area PR are formed as an enemy character object group OG. When at least two enemy character objects EJ of the same attribute are adjacent to each other in a puzzle area PR, the enemy character object group OG can be formed. As shown in FIG. 4 , the enemy character object group OG is formed by enemy character objects EJ-1 and EJ-2. Even if the enemy character object group OG includes three or more enemy character objects, the distance between the centers of two adjacent enemy character objects relative to any enemy character object is 2r or less. Furthermore, the display mode of the enemy character object group OG may be changed when a predetermined number or more of enemy character objects EJ of the same attribute are adjacent to each other. Here, a case where the predetermined number is six or more is described, but the predetermined number is not particularly limited. In FIG. 4 , enemy character object groups OGB and OGY with six or more adjacent enemy character objects are surrounded by dotted lines to distinguish them from other enemy character object groups OG.
[0051] The game program progresses in a turn-based system. After the player attacks an enemy character object several times, the enemy character object attacks the player. Here, the player's attacking an enemy character object EJ refers to the execution of a game progression process (or simply referred to as game processing). The game progression process includes the player selecting an enemy character object EJ placed in the puzzle area PR, thereby eliminating the enemy character object EJ or the enemy character object group OG including the enemy character object EJ, and executing predetermined processing based on the number of enemy character objects to be eliminated and the status of the ally character objects. The predetermined processing will be described later. Executing the game progression process consumes one turn for the player. In the following description, the enemy character object to be eliminated refers to the enemy character object EJ selected by the player or an enemy character object with the same attribute that is included in the enemy character object group OG including the enemy character object EJ. The game progression process also includes reducing the enemy character's energy gauge EG based on the number of enemy character objects to be eliminated. In a game stage, for example, the game is cleared by reducing the enemy character's energy gauge EG to 0.
[0052] The turn display area TR displays the number of turns remaining until the player is attacked by the enemy character object EJ. In FIG. 4, the game progression process can be executed four times. When the number of turns displayed in the turn display area TR reaches 0, the enemy character object attacks the player. Furthermore, an enemy character object attacking the player means that the player's energy gauge PG is reduced based on the number of enemy character objects included in the group of enemy character objects in an attacking state.
[0053] First, a case where a player attacks an enemy character object will be described. When the game program starts, the player eliminates the enemy character object EJ by selecting any enemy character object placed in the puzzle area PR by a touch operation. When the enemy character object EJ is selected, a predetermined process is executed based on the number of enemy character objects EJ to be eliminated and the status of the ally character objects CJ. Here, the predetermined process includes, for example, generating a special object based on the number of enemy character objects EJ to be eliminated and the type of elimination mode of the enemy character object corresponding to the ally character object CJ.
[0054] Specifically, the predetermined processing includes generating a special object based on the type of elimination mode of the enemy character objects corresponding to the ally character objects CJ when the number of enemy character objects EJ to be eliminated is equal to or greater than a predetermined number. Here, a case will be described in which the number of enemy character objects EJ to be eliminated is six or more. In the game progression processing, if the number of enemy character objects to be eliminated is less than a predetermined number, no special object is generated. The predetermined elimination mode may be, for example, elimination of a plurality of enemy character objects EJ located in a predetermined range extending vertically on the screen centered on a special object selected by the player from within the puzzle area PR, elimination of enemy character objects EJ in a circular area of the puzzle area PR, elimination of enemy character objects EJ horizontally on the screen centered on a special object selected by the player, or elimination of enemy character objects in a cross direction on the screen centered on a special object selected by the player. For example, if three elimination modes are set in the game program, one of the first to third elimination modes set for the generated special object is determined depending on the number of times the game progression processing is executed. For example, in the first game progress processing, a first elimination mode may be determined, in the second game progress processing, a second elimination mode may be determined, in the third game progress processing, a third elimination mode may be set, and in the fourth game progress processing, the first elimination mode may be set.
[0055] An example of a special object is a bomb. Like an enemy character object EJ, a special object is a type of puzzle piece. When a special object is selected by a player, the enemy character object is eliminated in a different manner from the elimination of enemy character objects included in the enemy character object group. For example, the special object SP may eliminate some of the enemy character objects EJ included in the enemy character object group OG, or may eliminate some of the enemy character objects OG and a single enemy character object EJ not included in the enemy character object group OG. Because the special object SP can be eliminated regardless of the number of enemy character objects EJ included in the enemy character object group OG, it is possible to eliminate more enemy character objects than when an enemy character object EJ included in the enemy character object group OG is selected and eliminated.
[0056] When multiple ally character objects CJA, CJB, and CJC are set as ally character objects, a predetermined manner of elimination of the enemy character objects described above may be set for each of the ally character objects CJA, CJB, and CJC. The multiple ally character objects CJA, CJB, and CJC take turns in a predetermined order. For example, when a game progression process is executed on the turn of ally character object CJA, it becomes the turn of ally character object CJB. When a game progression process is executed on the turn of ally character object CJB, it becomes the turn of ally character object CJC.
[0057] The predetermined processing may include generating a special object in the puzzle area when the number of enemy character objects to be eliminated is equal to or greater than a predetermined number, and determining an elimination mode for the special object based on the number of times the game processing has been executed. In other words, the predetermined processing includes generating a special object based on a predetermined elimination mode for the ally character object CJ whose turn it is to be eliminated.
[0058] If an enemy character object EJ with a different attribute is adjacent to any enemy character object selected by the player, only the selected enemy character object EJ is eliminated. For example, since an enemy character object EJR-1 is adjacent to an enemy character object EJ with a different attribute, even if the player selects it, only the enemy character object EJR-1 is eliminated. Alternatively, if the enemy character object selected by the player is one of the enemy character objects OG, all enemy character objects EJ included in the enemy character object group OG are eliminated. For example, if any enemy character object AO is selected from the enemy character objects EJY included in the enemy character object group OGY, eight enemy character objects EJY included in the enemy character object group OGY are eliminated, and the energy gauges EG of the enemy characters are reduced by the number of the eight enemy character objects to be eliminated. Therefore, the greater the number of enemy character objects EJ included in the enemy character object group OG, the greater the reduction in the enemy character's energy gauges EG.
[0059] FIG. 5 is a diagram illustrating a game image GI when a game program according to an embodiment of the present disclosure is executed. FIG. 5 illustrates a case in which an arbitrary enemy character object AO is selected during the turn of an ally character object CJA. When an arbitrary enemy character object AO is selected, in the game progression process, the ally character object CJA may proceed without interfering with the enemy character object EJ located in the puzzle area, perform an attacking action, and then erase the enemy character object EJ that is to be erased. Alternatively, in the game progression process, the ally character object CJA may be located in the player area PA and perform an attacking action, and then erase the enemy character object EJ that is to be erased.
[0060] A virtual gravitational field is set in the puzzle area PR from top to bottom. Therefore, when an empty space is formed below an enemy character object EJ placed in the puzzle area PR by removing the enemy character object EJ, the enemy character object EJ moves downward to fill the empty space. At this time, each enemy character object EJ moves downward due to gravity. When an empty space is formed in the puzzle area PR by the enemy character object EJ moving downward, a new enemy character object EJ is added to the empty space from outside the area above the puzzle area PR. However, this is not limited to the example of setting a virtual gravitational field. The puzzle area PR may simply be controlled so that, when an empty space is detected, the enemy character object EJ moves to fill the empty space. For example, the enemy character object EJ may be controlled to move from the left side to the right side to fill the empty space in the puzzle area PR. For example, the enemy character object EJ may be controlled to move from the bottom to the top to fill the empty space in the puzzle area PR.
[0061] In addition, in FIG. 5, since the number of erased enemy character objects is equal to or greater than a predetermined number, a special object SP is generated in an erased state corresponding to the ally character object CJA whose turn it is.
[0062] In this way, in the game progression processing, when an arbitrary enemy character object AO is selected from the enemy character object group OGY, and all enemy character objects included in the enemy character object group OGR are erased, the arrangement of the enemy character objects EJ is changed, thereby updating the arrangement of the enemy character objects EJ. As a result, the enemy character object group OG arranged in the puzzle area PR is reformed. By reforming the enemy character object group OG, a new enemy character object group OG may be formed, the enemy character object group OG may disappear, or the number of enemy character objects EJ included in the enemy character object group OG may increase or decrease.
[0063] FIG. 6 is a diagram showing a game image GI when a game program according to an embodiment of the present disclosure is executed. FIG. 6 shows a state in which a special object SP is generated in the puzzle area PR by erasing the enemy character object group OGY shown in FIG. 4. As described above, the special object SP corresponds to a predetermined erasure mode of the enemy character object. The predetermined erasure mode of the special object SP may be set to correspond to that of the ally character object CJ. When multiple ally character objects CJ are placed, each of the ally character objects CJ may correspond to a different predetermined erasure mode. For the predetermined erasure mode, see the description of the predetermined process.
[0064] The special object SP may be generated, for example, at the position where the enemy character object selected by the player was located. When the special object SP is generated, if an empty space is created below the special object SP in the puzzle area PR due to the erased enemy character object, the position of the special object SP may be controlled to move to fill the empty space. The position at which the special object SP is generated is not particularly limited, and the special object SP may be generated at a position away from the enemy character object selected by the player, as long as the position corresponds to the position of any of the erased enemy character objects. Like the enemy character object EJ, the special object SP can be selected by a tap operation by the player, but its position cannot be moved by a touch operation by the player. After the special object SP is generated, if an empty space is created below the special object SP as the game progresses, the special object SP may be controlled to move to fill the empty space. This makes it easier for the player to predict the position at which the special object SP will be generated and to place the special object at the intended position, allowing the player to proceed through the game while taking into consideration the position at which the special object SP will be generated.
[0065] In FIG. 6, the elimination modes corresponding to the ally character objects CJA, CJB, and CJC are indicated by elimination mode objects DMA, DMB, and DMC. Furthermore, the display mode of the special object SP may be such that an image indicating which ally character object the special object SP corresponds to is displayed. The special object SP is not limited to the order of the ally character object's turn, and can be selected during any of the ally character object's turns. When a special object SP is selected by a player, a turn does not have to be consumed.
[0066] FIG. 7 is a diagram illustrating a game image GI when a game program according to an embodiment of the present disclosure is executed. FIG. 7 illustrates a case in which a special object SP is selected during the turn of an ally character object CJB. In FIGS. 6 and 7, the elimination mode of the special object SP corresponds to the ally character object CJA. For example, if the elimination mode of the special object SP is to eliminate multiple enemy character objects EJ located in a predetermined range extending vertically on the screen from the puzzle area PR, centered on the special object SP selected by the player, the multiple enemy character objects EJ represented by dotted lines are eliminated regardless of their attributes or the enemy character objects OG. When a special object SP is selected, the ally character object CJA corresponding to the special object SP, rather than the ally character object CJB whose turn it is, may be displayed as proceeding without interfering with the enemy character object EJ located in the puzzle area, performing an attacking action, and then eliminating the enemy character object EJ to be eliminated. As described above, selecting the special object SP does not consume the turn of the ally character object CJB. After the enemy character objects are eliminated by the special object SP, if any enemy character object is selected, a turn as the ally character object CJB is consumed when the enemy character object to be eliminated is eliminated. At this time, the ally character object CJB may be displayed as proceeding without interfering with the enemy character object EJ placed in the puzzle area, and eliminating the enemy character object EJ to be eliminated after performing an action such as attacking.
[0067] The game progression process may include a process in which an enemy character object EJ is selected by the player, and a process in which a parameter value corresponding to an ally character object CJ for the turn when the enemy character object EJ is eliminated is increased based on the number of enemy character objects to be eliminated. Here, the parameter value is a parameter value for activating a skill (also referred to as a special effect) for the ally character object CJ. The game progression process may also include a process in which a special object SP is selected by the player, and a process in which a parameter value corresponding to the ally character object CJ corresponding to the special object SP is increased based on the number of eliminated enemy character objects. In FIG. 6, the parameter values for activating skills are represented as skill gauges SGA, SGB, and SGC for the ally character objects CJA, CJB, and CJC, respectively. When the parameter value reaches a predetermined value, i.e., when the skill gauges SGA, SGB, and SGC reach their maximum values, the skill corresponding to the ally character object CJA, CJB, or CJC can be activated. A skill may be used to eliminate an enemy character object EJ, change an enemy character object with a predetermined attribute to an enemy character object with a different attribute, or grant a buff such as increasing damage to an enemy character for a predetermined period of time. In a game program, a skill may be activated at any timing. When the skill gauge is at its maximum value and the player selects the skill gauge SGA, SGB, or SGC, a skill can be activated. Note that activating a skill does not necessarily consume a turn.
[0068] Next, a case where an enemy character object attacks a player will be described. When a game stage begins, at least one enemy character object SO is set as a core piece from among the enemy character objects EJ arranged in the puzzle area PR every predetermined number of turns in which the player attacks the enemy character object. FIG. 8 is a diagram illustrating a game image GI when a game program according to an embodiment of the present disclosure is executed. The enemy character object SO is an enemy character object that attacks the player when the number of turns displayed in the turn display area TR reaches 0. The enemy character object SO can also be said to be in an attack preparation state. The display mode of the set enemy character object may differ from the display mode of the character objects included in the enemy character object group to which the set enemy character object belongs. In FIG. 8, the enemy character object SO is marked with a triangle to distinguish it from the other enemy character objects EJG. The enemy character object set as a core piece is selected according to a predetermined rule. For example, the enemy character object may be set randomly from the enemy character objects arranged in the puzzle area PR, the order in which the enemy character objects are set as core pieces may be preset based on their attributes, or the enemy character object may be set in descending order of the number of enemy character objects EJ included in the enemy character object group OG. However, the rule is not limited to these. When an enemy character object EJ is set as a core piece, an enemy character object EJA placed outside the puzzle area PR may take an action to instruct the enemy character object EJ set as the core piece to attack, and then the enemy character object EJ may be displayed as being ready to attack.
[0069] When an enemy character object SO is included in an enemy character object group OGG, all enemy character objects EJG included in the enemy character object group OGG are also in an attack-ready state. The display mode of the enemy character object group OGG in an attack-ready state may differ from the display mode of the enemy character object group OG that is not in an attack-ready state. In FIG. 8, all enemy character objects EJ included in the enemy character object group OGG are indicated by thick solid lines to indicate that they are in an attack-ready state. The enemy character object SO (core piece) is a piece that functions as the core for putting the enemy character objects included in the enemy character object group OGG into an attack-ready state. When the number of turns displayed in the turn display area TR reaches 0, enemy attack control processing is executed based on the number of all enemy character objects included in the enemy character object group OGG. The enemy attack control processing is for the enemy character objects to attack the player. It is preferable that the player erase the enemy character object group OG, including the enemy character object SO, before the number of turns displayed in the turn display area TR reaches 0. The enemy attack control processing is also referred to as game processing. In order to distinguish between the game processing of the game progression processing and the game processing of the enemy attack control processing, they may be referred to as a first game processing and a second game processing.
[0070] FIG. 9 is a diagram illustrating a game image GI when a game program according to an embodiment of the present disclosure is executed. FIG. 9 illustrates a game image GI in which the enemy character object group OGR illustrated in FIG. 8 has been erased. In FIG. 8, the enemy character object EJG-1 is located at a position away from the enemy character object group OGG (at a position where the distance between the centers of two adjacent enemy character objects is greater than 2r), and therefore is not included in the enemy character object group OGG and is not in an attack preparation state. In contrast, in FIG. 9, the position of the enemy character object EJ is updated, and the enemy character object EJG-1 is adjacent to the enemy character object group OGG of the same attribute. As a result, the enemy character object EJG-1 is included in the enemy character object group OGG, and the enemy character object EJG-1 is also in an attack preparation state. Also, in FIG. 8, the enemy character objects EJG-2 to EJG-4 are included in the enemy character object group OGG, and therefore are in an attack preparation state. In contrast, in FIG. 9, the position of the enemy character object EJ is updated, and therefore the enemy character object EJG-1 moves to a position away from the enemy character object group OGG. As a result, the enemy character objects EJG-2 to EJG-4 are no longer in the attack-ready state. In this way, the enemy character object EJ changes to an attack-ready state or a non-attack-ready state after one turn or during one turn, depending on whether the adjacent enemy character object group OG is in the attack-ready state or a non-attack-ready state. In other words, as the player progresses through the game, the enemy character object group is reformed in accordance with changes in the arrangement of the enemy character objects EJ. If the number of enemy character objects included in the enemy character object group OG in the attack-ready state is large, the player can divide the enemy character object group OG or erase some of them by selecting a special object SP. This allows the number of enemy character objects EJ included in the enemy character object group OG in the attack-ready state to be reduced.
[0071] 8 and 9 also show special objects SPA and SPB. The special object SPA corresponds to the elimination of the ally character object CJA, and the special object SPB corresponds to the elimination of the ally character object CJB. As the enemy character objects OGR are eliminated, an empty space is formed in the puzzle area PR, and the special objects SPA and SPB also move downward.
[0072] Furthermore, the pace at which enemy character objects SO are set as core pieces may be set according to the difficulty level of the game. Enemy character objects EJ set as core pieces may be added every predetermined number of turns, or may be added at random turns. For example, enemy character objects EJ with different attributes may be set as core pieces every turn, every two turns, etc. By preferentially eliminating enemy character objects OG including enemy character objects EJ that are ready to attack, the player can minimize damage suffered by the player when the enemy character objects attack the player.
[0073] When the number of turns displayed in the turn display area TR reaches 0, the enemy character object EJ begins its attack. In other words, in terms of the behavior of the enemy character object EJ, the period of several turns during which the player attacks the enemy character object can be considered the enemy character object EJ's attack preparation period. FIG. 10 is a diagram showing a game image GI when a game program according to an embodiment of the present disclosure is executed. FIG. 10 shows enemy character objects SO-1, SO-2, SO-3, and SO-4 in the order in which their attack preparation states were set during the player's turn. In FIG. 10, the number of turns displayed in the turn display area TR reaches 0, and each of the enemy character objects OGR, OGG, OGB, and OGY changes from the attack preparation state to the attack state. The attack order of the enemy character objects OGR, OGG, OGB, and OGY may be, for example, in descending order of the number of enemy character objects EJ included in the enemy character object group OG, or may be preset based on attributes, or may be in the order in which the attack preparation states are set, or all of the enemy character objects OGR, OGG, OGB, and OGY may attack at once; the attack order is not particularly limited. Enemy attack control processing is executed based on the number of enemy character objects included in each of the enemy character object groups OGR, OGG, OGB, and OGY that have changed to an attacking state. Specifically, the enemy attack control processing includes enemy character objects attacking the player, i.e., reducing the player's energy gauge PG. The player's energy gauge PG may be reduced based on the number of enemy character objects in an attacking state. Alternatively, the player's energy gauge PG may be reduced based on a value that is based on the number of enemy character objects in an attacking state and the status (e.g., defensive power) of the ally character object CJ. The game is over when the energy value of the player's energy gauge PG reaches 0.
[0074] When the enemy character object finishes attacking the player, the player starts another turn to attack the enemy character object.
[0075] The game program ends when a predetermined end condition is satisfied. The predetermined end condition may be, for example, when the energy value of an enemy character's energy gauge EG reaches 0, or when the energy value of a player's energy gauge PG reaches 0. The predetermined end condition may also be when a predetermined number of turns have been completed, a predetermined amount of time has passed, or a predetermined mission has been completed. The predetermined mission may be, for example, when the energy value of an enemy character's energy gauge EG reaches 0 within a predetermined number of turns, when a predetermined number of enemy character objects EJ have been eliminated, when a skill has been activated a predetermined number of times, or when a special object has been generated or consumed a predetermined number of times.
[0076] [Server software functional configuration] Next, the functional configuration of the software of the server 500 will be described with reference to Fig. 11. As shown in Fig. 11, the control unit 501 of the server 500 has a functional configuration realized by a processor executing a program stored in a storage unit 502. The storage unit 502 includes a user data storage unit 5021, a setting data storage unit 5022, and a play status storage unit 5023.
[0077] The user data storage unit 5021 stores user information of users who play the game. User information such as a user ID, a user name, and a level is stored in association with each other. The user ID is identification information for identifying a user. The user name is the name of the user used in the game. The level is a numerical value determined according to the cumulative total of experience points awarded as a result of the game and by clearing stages of the game, and represents the player's rank (degree of proficiency with the system).
[0078] The setting data storage unit 5022 stores game programs for games executable on the communication device 100, various setting information required for the games, and the like. For example, when a new game is installed in the communication device 100, the control unit 501 reads out the programs and various information stored in the setting data storage unit 5022 in response to a request from the communication device 100, and provides the programs and various information to the communication device 100 via the communication unit 503. Furthermore, when the programs and various information stored in the setting data storage unit 5022 are updated, the control unit 501 provides the update data to the communication device 100 via the communication unit 503 at a predetermined timing or in response to a request from the communication device 100. The setting data may be, for example, the value of an enemy character's energy gauge EG in each stage of the game, the type of attribute of the enemy character object, an image of an enemy character object EJA that cannot be controlled by the player, the predetermined number of turns (e.g., every turn, every two turns, etc.) for setting an enemy character object in an attack-ready state, and a mission, etc.
[0079] The play status storage unit 5023 stores the game progress status received from the communication device 100. The game progress status may include identification data for identifying the communication device 100. The identification data may associate the play status with user information.
[0080] [Configuration of communication device 100] Next, the configuration of the communication device 100 will be described with reference to Fig. 12. Fig. 12 is a block diagram showing the game processing function of the communication device according to an embodiment of the present disclosure. The communication device 100 includes a game processing execution unit as a functional configuration realized by a processor executing a game program stored in the storage unit 102. The storage unit 102 also includes a user data storage unit 1021, an ally character data storage unit 1022, an enemy character data storage unit 1023, and a play status storage unit 1024.
[0081] The user data storage unit 1021 stores user information of users who play games using the communication device 100. The user data storage unit 1021 stores, for example, the user ID and user name of a player who was registered when the game was introduced, in association with each other.
[0082] The ally character data storage unit 1022 stores information about ally character objects, which are game objects used in the game application provided by the server 500. Ally character objects are objects that can be possessed by a player. The ally character data storage unit 1022 stores the object ID, status, skill type, and skill activation condition of each ally character object. The status of an ally character object includes level, hit points (HP), attack power, defense power, and the type of enemy character object elimination mode. Hit points are set based on the level value, and attack power and defense power may be set based on at least one of the level and values assigned to weapons and equipment that can be equipped by the ally character object. Attack power controls the rate at which the enemy character's energy gauge EG decreases per eliminated enemy character object. The higher the attack power, the greater the rate at which the enemy character's energy gauge EG decreases per eliminated enemy character object. Defense power controls the rate at which the player's energy gauge PG decreases per enemy character object that attacks the player. The greater the defensive power, the smaller the rate at which the player's energy gauge PG decreases per enemy character object that attacks the player. Ally character objects have at least one skill. The skill activation condition (maximum value of the skill gauge) may be set based on the number of enemy character objects that must be eliminated to activate the skill, or a value assigned to each enemy character object that must be eliminated.
[0083] The enemy character data storage unit 1023 stores information about enemy character objects EJ, which are game objects used in a game application provided by the server 500. The enemy character objects EJ are placed in the puzzle area PR and are controllable by the player. The enemy character data storage unit 1023 stores the object ID, attributes, number of damage points, and number of attack points of the enemy character objects EJ. The number of damage points is a numerical value that is subtracted from the value of the enemy character's energy gauge EG when the enemy character object is eliminated. The number of attack points is a numerical value that is subtracted from the value of the player's energy gauge PG when the enemy character object attacks the player. The number of damage points and the number of attack points may differ depending on the attribute.
[0084] The play status storage unit 1024 stores information about the play status of the puzzle game played by the player. As information about the play status of the player playing the game on the communication device 100, historical information such as a user ID, game progress, number of operations, and operation time is stored in association with one another. Here, the user ID is set and stored by the player when starting the game. The number of operations, operation time, number of turns consumed, and the formation status of the enemy character object group GO change from moment to moment as the game progresses, and are therefore updated as the game progresses. The number of operations is, for example, the number of times the player performs an operation to erase a puzzle piece. Furthermore, the operation time is, for example, the elapsed time since the player became able to perform an operation to move a puzzle piece.
[0085] Next, the configuration of the game processing execution unit in the control unit 101 will be described in detail. The game processing execution unit includes a game operation acquisition unit 111, a setting data receiving unit 112, a play status transmission unit 113, a display data control unit 114, an ally character setting unit 115, a turn count unit 116, an enemy attack control processing unit 117, and a game progress processing unit 118. The game operation acquisition unit 111 acquires player operations on the game screen from the operation unit 104. The setting data receiving unit 112 acquires game data and the like from the server 500 via the communication unit 108. The play status transmission unit 113 transmits user information and game history information to the server 500.
[0086] The display data control unit 114 generates data of a game screen to be displayed on the display unit 103 and outputs the data to the display unit 103. When one of the ally character objects CJ possessed by the player is selected, the selected ally character object CJ is displayed as a game image GI.
[0087] The ally character setting unit 115 sets the ally character objects CJ that will participate in the game stage. When one of the ally character objects CJ possessed by the player is selected, the player's energy gauge PG is set based on the status of the selected ally character object CJ. As described above, each of the ally character objects CJ is set with a predetermined elimination mode for generating a special object. For example, when generating a special object SP, the predetermined elimination mode corresponding to the ally character object CJ is referenced.
[0088] The turn counting unit 116 counts the number of times the game progression processing executed by the game progression processing unit 118 has been executed.
[0089] The enemy attack control processing unit 117 includes an object management unit 1171 and an enemy character processing unit 1172 .
[0090] The object management unit 1171 manages enemy character objects EJ placed in the puzzle area PR. Specifically, when a game stage starts, the object management unit 1171 adds a predetermined number of enemy character objects EJ to the puzzle area PR. As the game progresses, if an enemy character object EJ is deleted or if the number of enemy character objects EJ placed in the puzzle area PR falls below a predetermined number, the object management unit 1171 adds an enemy character object EJ to the puzzle area PR. Furthermore, if enemy character objects EJ with the same attribute among the multiple enemy character objects EJ placed in the puzzle area PR are adjacent to each other, an enemy character object group OG is formed. The object management unit 1171 updates the placement of the enemy character objects EJ by deleting or adding enemy characters. The object management unit 1171 re-forms the enemy character object group OG placed in the puzzle area PR.
[0091] When a game stage starts, the enemy character processing unit 1172 determines whether to transition the enemy character object EJ to an attack-ready state depending on whether a predetermined number of turns has passed or a predetermined time has passed. If the enemy character processing unit 1172 determines to transition the enemy character object EJ to an attack-ready state, it sets at least one enemy character object SO from the multiple enemy character objects EJ arranged in the puzzle area PR as a core piece. Furthermore, the enemy character processing unit 1172 transitions the enemy character object SO set as the set core piece to an attack-ready state, and transitions all enemy character objects EJ included in the enemy character object group OG including the enemy character object SO to an attack-ready state. The enemy character processing unit 1172 determines whether the player has completed a predetermined number of turns, and if it determines that the predetermined number of turns has passed, it determines whether any enemy character object EJ in an attack-ready state is arranged in the puzzle area PR. When an enemy character object EJ in an attack preparation state is placed in the puzzle area PR, the enemy character processing unit 1172 executes processing for the enemy character object to attack the player based on the number of enemy character objects EJ included in the enemy character object group OG that has shifted from the attack preparation state to the attack state.
[0092] The game progression processing unit 118 includes an object erasing unit 1181, an object generating unit 1182, and a skill activation unit 1183.
[0093] When the game operation acquisition unit 111 detects a touch operation by the player, the object erasure unit 1181 erases any selected enemy character object AO or all enemy character objects EJ included in the enemy character object group OG including the selected enemy character object AO.
[0094] The object generation unit 1182 executes a predetermined process based on the number of enemy character objects EJ to be eliminated and the status of the ally character objects CJ. If the number of enemy character objects EJ to be eliminated is equal to or greater than a predetermined number, the object generation unit 1182 generates special objects SP in the puzzle area PR to be eliminated in a predetermined elimination manner corresponding to the ally character objects. More specifically, if the number of enemy character objects EJ to be eliminated is equal to or greater than a predetermined number, the object generation unit 1182 generates special objects SP corresponding to the predetermined elimination manner corresponding to the ally character objects CJ set based on the number of times the game progression process has been executed.
[0095] The skill activation unit 1183 activates a skill corresponding to the ally character object CJ. Furthermore, the skill activation unit 1183 increases a skill gauge SG as a parameter value corresponding to the ally character object based on the number of eliminated enemy character objects EJ. When the skill gauge SG reaches its maximum value, the skill activation unit 1183 enters a state in which a skill can be activated. The maximum value of the skill gauge SG may be different for each ally character object CJ, or may be different depending on the level if a level is set for the ally character object CJ. Furthermore, the maximum value of the skill gauge SG may be different depending on the type of skill, or may be different depending on the level of the skill if a level is set for the skill. When the skill gauge SG is selected by the user in a state in which a skill can be activated, the skill activation unit 1183 activates the skill corresponding to the ally character object CJ.
[0096] [Enemy attack control processing flowchart] The enemy attack control process executed by the enemy attack control function in the communication device 100 will be described with reference to Fig. 13. Fig. 13 is a flowchart diagram for executing the enemy attack control function according to an embodiment of the present disclosure.
[0097] When a game stage starts, the enemy attack control process starts (START). When the enemy attack control process starts, the object management unit 1171 adds an enemy character object EJ to the puzzle area PR (step S100). Next, the enemy character processing unit 1172 determines whether or not to transition the enemy character object EJ to an attack preparation state (step S101). When the enemy character processing unit 1172 determines not to transition the enemy character object EJ to an attack preparation state (step S101; NO), the process proceeds to execution of the game progression process in step S104.
[0098] [Game progress processing flowchart] A game progression process executed by the game progression function in the communication device 100 will be described with reference to Fig. 14. Fig. 14 is a flowchart diagram for executing the game progression function according to an embodiment of the present disclosure.
[0099] When the game progression processing is started, the turn processing is started (step S201). First, if the object erasing unit 1181 detects a touch operation on a special object SP (step S202; YES), it erases the enemy character objects EJ according to the erasure mode of the special object SP (step S203). Next, if the object erasing unit 1181 detects a touch operation on any enemy character object AO (step S204; YES), it erases the enemy character object EJ selected by the player or all enemy character objects EJ included in the enemy character object group OG including the selected enemy character object EJ (step S205). Next, the object erasing unit 1181 inflicts damage on the enemy character objects EJ based on the number of erased enemy character objects (step S206). At this time, if the number of erased enemy character objects EJ is less than a predetermined number (step S207; NO), the turn processing is ended (step S210).
[0100] In step S202, if the object erasure unit 1181 does not detect a touch operation on the special object SP (step S202; NO), and in step S204, if it does not detect a touch operation on the enemy character object EJ (step S204; NO), the processing of steps S202 and S204 is repeated until a touch operation is detected.
[0101] Furthermore, in step S207, if the object erasing unit 1181 determines that the number of erased enemy character objects EJ is equal to or greater than a predetermined number (step S207; YES), the object generating unit 1182 reads out the erasure manner of the enemy character object EJ from the ally character setting unit 115 in accordance with the number of times the game progression process has been executed (step S208), and generates a special object corresponding to the erasure manner of the enemy character object EJ (step S209). This ends the turn process (step S210).
[0102] The processing from step S201 to step S210 constitutes one turn. When the game progression processing is completed, the process proceeds to step S105 shown in Fig. 13. Furthermore, the turn counting unit 116 counts the number of turns.
[0103] In step S105, if the enemy attack control processing unit 117 determines that the predetermined number of turns has not been completed (step S105; NO), the process returns to step S100. In step S100, the object management unit 1171 adds enemy character objects EJ to the puzzle area PR based on the number of enemy character objects EJ that have been eliminated and the number of enemy character objects EJ that are placed in the puzzle area PR.
[0104] In step S101, when the enemy character processing unit 1172 determines that the enemy character object EJ should be transitioned to an attack preparation state (step S101; YES), it sets at least one enemy character object EJ from the plurality of enemy character objects EJ as a core piece (step S102). Thereafter, the enemy character processing unit 1172 transitions the enemy character object SO to an attack preparation state, and transitions all enemy character objects EJ included in the enemy character object group OG including the enemy character object EJ to an attack preparation state (step S103).
[0105] The processing from step S101 to step S105 is repeated, and if the enemy attack control processing unit 117 determines in step S105 that the predetermined number of turns has ended (step S105; YES), the processing proceeds to step S106.
[0106] In step S106, the enemy character processing unit 1172 determines whether or not an enemy character object EJ in a ready-to-attack state is placed in the puzzle area PR (step S106). In step S106, if the enemy character processing unit 1172 determines that an enemy character object EJ in a ready-to-attack state is placed in the puzzle area PR (step S106; YES), the enemy character object EJ attacks the player based on the number of enemy character objects EJ included in the enemy character object group OG in a ready-to-attack state (step S107). Next, if the enemy character processing unit 1172 determines that the end condition of the game is satisfied (step S108; YES), the stage of the game ends (END). Note that in step S106, if the enemy character processing unit 1172 determines that an enemy character object EJ in a ready-to-attack state is not placed in the puzzle area PR (step S106; NO), the process proceeds to step S108.
[0107] In the flowchart shown in Fig. 13, the process of step S206 may be performed first, followed by the process of step S205, or the process of step S205 and the process of step S206 may be performed simultaneously. If the number of turns corresponds to a predetermined erasure mode, step S208 may be omitted. Furthermore, the process of step S206 may be performed after step S209.
[0108] In a puzzle game in which a battle between enemy and ally characters is conducted, as in Patent Document 1, the player progresses through touch operations to move and connect puzzle pieces so as to create an advantageous battle for the player. The strategic nature of the game is enhanced by the player's ability to move and connect puzzle pieces, making it less likely for the player to become bored. In recent years, the difficulty of games has been polarized, with an increase in games with high operational difficulty for home game consoles, while an increase in games with easier operation for communication devices such as smartphones. Puzzle games for smartphones have also shifted from match-three puzzles to match-two puzzles, and even puzzle games in which players simply select puzzle pieces rather than moving them have appeared. In such puzzle games in which players simply select puzzle pieces, if a battle between enemy and ally characters is conducted, it is possible that the player's operation target will be a puzzle piece related to an ally character. However, because the operation is limited to selecting a puzzle piece related to an ally character, the user may easily become bored with the monotonous operation and may not feel like they are attacking an enemy character. This may cause players to abandon the game.
[0109] In contrast, in one aspect of the present invention, in a game program, instead of operating puzzle pieces corresponding to friendly characters, players operate puzzle pieces corresponding to enemy characters (also referred to as enemy character objects) to eliminate the enemy character objects and attack the enemy characters, thereby progressing through the game. Therefore, by selecting an enemy character object, the player feels as if they are personally selecting the target to attack. Furthermore, by personally selecting and tapping the target to attack, players are less likely to get bored, and the game is more interesting.
[0110] In one aspect of the present invention, ally character objects do not need to be placed in the puzzle area and do not become puzzle pieces, so they do not affect the progress of the puzzle game, but can be implemented as the main actors that attack enemy character objects. This makes it possible to combine a puzzle game in which operations simply involve selecting puzzle pieces with a configuration in which battles take place between enemy characters and ally characters, thereby providing a novel puzzle game.
[0111] Furthermore, the greater the number of enemy character objects included in the group of enemy character objects arranged in the puzzle area, the greater the number of enemy character objects that will be eliminated with a single tap operation. Therefore, the more enemy character objects included in the group of enemy character objects that are eliminated with a single tap operation, the more exhilarating the player will feel. Furthermore, since touch operations such as moving or connecting enemy character objects are no longer necessary, the game can proceed at a good tempo.
[0112] In typical puzzle games, the type of special object (bomb type) generated by clearing puzzle pieces is often determined according to the number of puzzle pieces cleared. Therefore, depending on the arrangement of puzzle pieces in the puzzle area, it may be difficult to generate the desired special object. Also, since special objects are generated by moving or connecting puzzle pieces, the locations where special objects can be generated are often limited.
[0113] In contrast, according to one aspect of the present invention, when multiple ally character objects are placed outside the puzzle area, the turn of the ally character object changes each time an enemy character object is tapped to erase it. Furthermore, the type of special object used to erase the enemy character object is set according to the erasure pattern set for the ally character object. A special object SP is generated when a predetermined number or more of enemy character objects are erased. Therefore, the player can select the turn in which to generate the special object depending on the desired erasure pattern for the enemy character objects, thereby selecting the type of special object SP to be generated. This enhances the strategic nature of the game. Furthermore, if a special object SP can be generated at a position corresponding to the position of the enemy character object EJ selected by the player, the player can also specify the location where the special object SP is to be generated based on the position of the enemy character object EJ selected by the player. In other words, the special object SP can be generated at any position of the enemy character object included in the enemy character object group. Therefore, by generating multiple special objects SP, depending on the arrangement of the special objects SP, it is possible to aim for a chain reaction by erasing the special objects, thereby increasing the number of enemy character objects EJ eliminated.
[0114] Furthermore, the enemy character objects arranged in the puzzle area are re-formed by generating or partially resolving enemy character objects as the game progresses. Furthermore, the enemy character objects arranged in the puzzle area change from an attack-ready state to an attacking state as the game progresses. As a result, the composition of the enemy character objects and the attack-ready states of the enemy character objects change in conjunction with the ever-changing puzzle situation. The player must play the game in accordance with the puzzle situation, and increasing the difficulty level of the game makes the game more entertaining.
[0115] [Variations] The present disclosure is not limited to the above-described embodiments, and includes various other modified examples. For example, the above-described embodiments have been described in detail to clearly explain the present disclosure, and are not necessarily limited to those including all of the described configurations. Other configurations may be added, deleted, or substituted for some of the configurations of the embodiments and some of the modified examples described below. Modified examples are described below.
[0116] In the present embodiment, the game progression processing has been described as including, by the player selecting an enemy character object EJ placed in the puzzle area PR, eliminating the enemy character object EJ or the enemy character object group OG including the enemy character object EJ, and executing predetermined processing based on the number of enemy character objects to be eliminated and the status of the ally character objects, but is not limited to this. In other words, the game progression processing may include, by the player selecting an enemy character object EJ placed in the puzzle area PR, eliminating the enemy character object EJ or the enemy character object group OG including the enemy character object EJ, and decreasing the energy gauge EG of the enemy character based on the number of enemy character objects to be eliminated.
[0117] In the present embodiment, a plurality of ally character objects are placed in the puzzle area, and the ally character objects are sequentially changed with each turn. However, this is not limiting. A single ally character object may be placed in the puzzle area. Furthermore, a single ally character object may have a plurality of elimination patterns for enemy character objects. In this case, the elimination pattern for the enemy character object may be determined based on the number of times the game progression process is executed. The predetermined process may generate a special object in the puzzle area when the number of enemy character objects to be eliminated is equal to or greater than a predetermined number, and the elimination pattern for the special object may be determined based on the number of times the game progression process is executed. That is, a single ally character object may have three elimination patterns, and the special object may be generated in the first elimination pattern in the first turn, in the third elimination pattern in the third turn, and in the second elimination pattern in the fifth turn.
[0118] In the present embodiment, the predetermined processing has been described as a case in which a special object is generated based on the type of elimination manner of an enemy character object corresponding to an ally character object CJ when the number of enemy character objects EJ to be eliminated by selection is equal to or greater than a predetermined number, but is not limited to this. The predetermined processing may include decreasing the energy gauge E of the enemy character based on the number of enemy character objects EJ to be eliminated by selection and the status of the ally character object CJ (e.g., a numerical value based on attack power). The predetermined processing may include decreasing the energy gauge E of the enemy character based on the number of enemy character objects EJ to be eliminated by selection and at least one of the status of the ally character object CJ (e.g., a numerical value based on attack power) and the status of the enemy character object to be eliminated (e.g., a numerical value based on defensive power).
[0119] In this embodiment, a case has been described in which an arbitrary enemy character object SO is set as a core piece as the turn of the ally character object CJ progresses, but the present invention is not limited to this. The setting of a core piece may be such that an enemy character object SO is added as a core piece at predetermined intervals, such as every 30 seconds or every minute, after the start of the game program. Furthermore, when an enemy character object SO set as a core piece is deleted from the puzzle area PR, an enemy character object SO may be set as the next core piece to replenish it. Alternatively, the enemy character object SO may be set as a core piece at random times. Alternatively, the pace at which enemy character objects SO are set as core pieces may increase as the game progresses or as game time elapses.
[0120] In this embodiment, a case has been described in which multiple types of enemy character objects are placed as puzzle pieces in the puzzle area, but the objects are not limited to enemy character objects. For example, multiple types of ally character objects or objects related to ally characters may be placed as puzzle pieces in the puzzle area. In this case, the game may progress by selecting any ally character object and erasing all ally character objects included in the group of ally character objects. In this case, the game progression process may execute a predetermined process based on the number of erased ally character objects and the status of the ally character objects.
[0121] The present disclosure has been described above with reference to the drawings, but each of the above-described embodiments can be modified as appropriate without departing from the spirit of the present disclosure. For example, a person skilled in the art can add, delete, or modify components as appropriate based on each embodiment, and such modifications are included within the scope of the present disclosure as long as they incorporate the gist of the present disclosure. Furthermore, the above-described embodiments can be combined as appropriate as long as there are no mutual contradictions, and technical matters common to each embodiment are included in each embodiment even if not explicitly stated.
[0122] Even if there are other effects and advantages different from those brought about by the aspects of each of the above-mentioned embodiments, if they are clear from the description in this specification or can be easily predicted by a person skilled in the art, they are naturally understood to be brought about by the present disclosure. [Explanation of symbols]
[0123] 100: communication device, 101: control unit, 102: memory unit, 103: display unit, 104: operation unit, 105: sensor unit, 106: imaging unit, 107: position detection unit, 108: communication unit, 109: sound input / output unit, 110: notification unit, 111: game operation acquisition unit, 112: setting data receiving unit, 113: play status transmission unit, 114: display data control unit, 115: ally character setting unit, 116: turn count unit, 117: enemy attack control processing unit, 1171: Object management unit, 1172: enemy character processing unit, 118: game progress processing unit, 1181: object deletion unit, 1182: object generation unit, 1183: skill activation unit, 500: server, 501: control unit, 502: memory unit, 503: communication unit, 1000: communication system, 1021: user data memory unit, 1022: ally character data memory unit, 1023: enemy character data memory unit, 1024: play situation memory unit, 50 21: User data storage unit, 5022: Setting data storage unit, 5023: Play status storage unit, AO: Any enemy character object, CJ, CJA, CJB, CJC: Friendly character object, DMA, DMB, DMC: Elimination mode object, EG: Enemy character energy gauge, EJ, EJ-1, EJ-2, EJA, EJB, EJG, EJG-1, EJG-2, EJG-3, EJG-4, EJR, EJR-1, EJY: Enemy character object, ER: Enemy character area, GI: Game image, NW: Network, OG, OGB, OGG, OGR, OGY: Enemy character object group, PA: Player area, PG: Player energy gauge, PR: Puzzle area, SGA, SGB, SGC: Skill gauge, SO, SO-1, SO-2, SO-3, SO-4: Enemy character object, SP: Special object, TR: Turn display area
Claims
1. placing a plurality of movable enemy character objects in a puzzle area and placing ally character objects outside the puzzle area; forming a group of enemy character objects having the same attribute and adjacent to each other; executing a game process by selecting any one of the enemy character objects from the enemy character object group, the game process including erasing all enemy character objects included in the enemy character object group, and executing a predetermined process based on the number of enemy character objects to be erased and the status of the ally character objects; A game program for running on a computer.
2. 2. The game program according to claim 1, wherein the game processing includes displaying an image of the ally character object attacking the enemy character object to be eliminated.
3. The game program of claim 1, wherein the predetermined processing includes generating a special object in the puzzle area for erasing enemy character objects arranged in the puzzle area in a predetermined erasure manner corresponding to the ally character objects when the number of enemy character objects to be erased is equal to or greater than a predetermined number.
4. 2. The game program according to claim 1, wherein the game processing includes increasing a parameter value corresponding to the ally character object based on the number of enemy character objects to be eliminated, and when the parameter value reaches a predetermined value, a special effect corresponding to the ally character object can be activated.
5. 4. The game program according to claim 3, wherein the predetermined processing includes generating the special object in the puzzle area when the number of enemy character objects to be eliminated is equal to or greater than a predetermined number, and determining the elimination manner of the special object based on the number of times the game processing is executed.
6. the ally character objects include a first ally character object and a second ally character object, the predetermined manner of elimination of the enemy character object being determined based on the number of times the game process has been executed; 4. The game program according to claim 3, wherein the predetermined processing includes generating the special object in the puzzle area when the number of enemy character objects to be eliminated is equal to or greater than a predetermined number, and determining the predetermined elimination manner of the special object based on the number of times the game processing is executed.
7. 7. The game program of claim 6, wherein the game processing includes increasing a parameter value corresponding to the first ally character object or the second ally character object based on the number of enemy character objects to be eliminated, and when the parameter value reaches a predetermined value, a special effect corresponding to the first ally character object or the second ally character object can be activated.
8. 2. The game program according to claim 1, wherein an attack on the player is made based on the number of enemy character objects included in the group of enemy character objects.
9. 2. The game program according to claim 1, wherein when the number of enemy character objects included in the enemy character object group is equal to or greater than a predetermined number, a display mode of the enemy character object group is changed.
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