Game control method and game program
The game control method enables automatic targeting of out-of-range enemies by expanding the attack range, enhancing gameplay comfort and tempo in fighting games.
Patent Information
- Application Number
- JP2025104848
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-06-20
- Publication Date
- 2026-02-03
- Estimated Expiration
- 2045-06-20
AI Technical Summary
In fighting games, players cannot effectively attack enemy characters outside the player character's attack range, necessitating manual movement to reposition the character for targeting, which disrupts the battle flow.
Implementing a game control method where the player character automatically moves to and attacks enemy characters within a wider secondary attack range upon a timely operation input after the enemy exits the primary attack range.
Enhances gameplay comfort by allowing seamless targeting of out-of-range enemies without manual repositioning, improving battle tempo and visibility on mobile devices.
Smart Images

Figure 0007810850000001_ABST
Abstract
Description
[Technical Field]
[0001] One embodiment of the present disclosure relates to a game control method and a game program. [Background technology]
[0002] With the widespread use of mobile devices such as smartphones, games that can be played on mobile devices have been actively developed. In fighting games in which a player controls a player character to attack an attack target such as an enemy character, as disclosed in Patent Documents 1 and 2, for example, when the attack target enters an attack range defined around the player character during a battle, the player character automatically attacks the attack target. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-20001 A [Patent Document 2] Japanese Patent Application Laid-Open No. 2024-117138 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in fighting games such as those disclosed in Patent Documents 1 and 2, in a battle situation where there are attack targets both inside and outside the attack range of the player character, it is not possible to attack targets outside the attack range. In such a battle situation, in order to annihilate all enemy characters, it is necessary to move the player character until the attack target is within the attack range.
[0005] An embodiment of the present disclosure aims to provide a game control method that improves comfort during battles in a fighting game in which a player controls a player character to attack an attack target. [Means for solving the problem]
[0006] A game control method according to an embodiment of the present disclosure causes a player character to attack an attack target present in a first attack range, and when a player performs an operation input on a screen of a mobile device within a predetermined time period after the attack target that was present in the first attack range has moved out of the first attack range, causes the player character to automatically move to and attack an attack target that is present in a second attack range that includes at least a portion of the first attack range and is wider than the first attack range.
[0007] A game program according to an embodiment of the present disclosure causes a computer to execute control to cause a player character to attack an attack target present in a first attack range. When a player performs an operation input on a screen of a mobile device within a predetermined time period after the attack target that was present in the first attack range has moved out of the first attack range, the game program causes the player character to automatically move to and attack an attack target that is present in a second attack range that includes at least a portion of the first attack range and is wider than the first attack range. [Brief explanation of the drawings]
[0008] [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. 2 is a block diagram illustrating a game processing function of a communication device according to an embodiment of the present disclosure. [Figure 5] FIG. 2 is a block diagram illustrating a game processing function of a server according to an embodiment of the present disclosure. [Figure 6] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. [Figure 7]FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. [Figure 8] FIG. 10 is a flow diagram showing the processing of a game program according to an embodiment of the present disclosure. [Figure 9] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. [Figure 10] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. [Figure 11] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. [Figure 12] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. [Figure 13] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. [Figure 14] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION
[0009] A game control method and a game program according to an 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 construed as being limited to the description of the embodiments shown below. In the drawings referred to in this embodiment, identical elements or elements having similar functions are designated by the same reference numeral or a reference numeral with a number or letter following the same reference numeral, and repeated description of such elements may be omitted. Furthermore, when multiple elements having the same or similar functions exist in a drawing, different numbers are given following the same reference numeral to distinguish between the elements. However, when it is not necessary to distinguish between the elements, the elements may be described using only the reference numeral for convenience of description.
[0010] In this specification and claims, the following terms are defined as follows:
[0011] A "game image" is an image displayed on a display (screen) that represents the progress of the game. In the case of a competitive game, components of the game image include an object representing the background, an object representing the player's control target, and an object representing the player's attack target. An "object" refers to an image that represents an object that is the target of operation or processing on a computer. A player can perform operation input by touching part of the game image via a touch panel.
[0012] "Player's control target" refers to a player character controlled by a virtual player in the game, or a user interface (UI) that assists the player in inputting controls. "Player's attack target" refers to a character that obstructs the virtual player from achieving his or her objective in the game. A character that obstructs the virtual player from achieving his or her objective may be an enemy character controlled by a computer, or an opposing character controlled by a third party other than the player.
[0013] A "touch operation" refers to an operation performed by a player by touching a touch panel with a finger, a stylus pen, or the like (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. For example, it refers to a touch operation in which the time from the start of contact of the indicator to the release of the indicator is within one second. 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.
[0014] 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.
[0015] [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.
[0016] 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 program can be installed in the communication device 100. By executing the game program installed in the communication device 100, a mobile game is provided to the communication device 100.
[0017] 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.
[0018] 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).
[0019] 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.
[0020] [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.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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 can also function as a scanner that reads an identification code such as a one-dimensional code or a two-dimensional code.
[0027] 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).
[0028] 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.
[0029] 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.
[0030] 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 of the appearance of a specific enemy character (e.g., a boss character) at a location in the game space by using light, sound, or vibration.
[0031] [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.
[0032] 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 the CPU, 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.
[0033] 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.
[0034] 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.
[0035] [Game processing function of communication device] The following describes a game processing function executed by the communication device 100. The game processing function is realized by the control unit 101 of the communication device 100 executing a game program. Some or all of the configuration for realizing the game processing function described below may be realized by hardware.
[0036] 4 is a block diagram showing a game processing function 10 of a communication device 100 according to an embodiment of the present disclosure. The game processing function 10 includes a game operation acquisition unit 11, a setting data receiving unit 12, a game data storage unit 13, a game processing execution unit 14, a status data transmission unit 15, a display data generation unit 16, and a display data output unit 17. However, the game processing function 10 shown in FIG. 4 is merely an example, and some functions may be omitted or other functions may be added.
[0037] The game operation acquisition unit 11 acquires game operations from among operations input by the player to the operation unit 104. The game operations are operations related to the game, and include, for example, an operation input to change the position of the player character, an operation input to attack an enemy character, or an operation input to a user interface for using an item or switching game settings. The game operations are performed by touching the operation unit 104.
[0038] The setting data receiving unit 12 receives setting data from the server 500 via the communication unit 108. The setting data is data including various setting parameters related to the progress of the game, and is generated by the server 500. The setting data may also include control data related to game control.
[0039] The game data storage unit 13 stores the setting data received by the setting data receiving unit 12 and stores data (e.g., image data, etc.) necessary for displaying game images. The game data storage unit 13 may also store status data, which will be described later.
[0040] The game processing execution unit 14 executes processing for controlling the progress of the game (game progress processing) based on the game operations acquired by the game operation acquisition unit 11 and the setting data received by the setting data receiving unit 12. The game progress processing includes, for example, processing of various events including displaying an effect image when attacking an enemy, erasing an enemy character image when an enemy is defeated, and switching of operation modes, processing for generating status data in accordance with the processing of various events, and processing for controlling game images in accordance with the status of game progress. The status data is data that represents the state of game progress (such as the placement of player character images and enemy character images, whether an event has occurred, and whether an item has been used). The game processing execution unit 14 can generate status data at any timing. A detailed example of the game progress processing will be described later.
[0041] The status data transmitting unit 15 transmits the status data generated by the game processing executing unit 14 to the server 500 via the communication unit 108. The status data transmitting unit 15 can transmit the status data at any timing, such as when the game ends or when an event occurs.
[0042] The display data generation unit 16 generates display data for displaying game images on the display unit 103 in accordance with the progress of the game controlled by the game processing execution unit 14. The display data includes various objects.
[0043] The display data output unit 17 outputs the display data generated in the display data generation unit 16 to the display unit 103. The display data output unit 17 generates, for example, a signal that controls the output timing of the display image, a signal that controls each driver circuit of the display unit 103, and the like.
[0044] [Server game processing function] The following describes a game processing function executed by the server 500. The game processing function is realized by the control unit 501 of the server 500 executing a game program. A part or all of the configuration for realizing the game processing function described below may be realized by hardware.
[0045] 5 is a block diagram showing a game processing function 50 of a server 500 according to an embodiment of the present disclosure. The game processing function 50 includes a status data receiving unit 51, a game data storage unit 52, a game processing execution unit 53, and a setting data transmission unit 54. However, the game processing function 50 shown in FIG. 5 is merely an example, and some functions may be omitted or other functions may be added.
[0046] The status data receiving unit 51 receives status data from the communication device 100 via the communication unit 503. The status data may include identification data for identifying the communication device 100 that is the sender of the status data.
[0047] The game data storage unit 52 stores the status data received by the status data receiving unit 51 and stores the setting data generated by the game processing execution unit 53. The status data and setting data are stored in association with the corresponding communication device 100.
[0048] The game processing execution unit 53 executes processing for managing the progress of the game (game management processing) based on the status data received by the status data receiving unit 51. The game management processing includes, for example, processing for managing status data associated with each communication device 100, processing for generating setting data according to the progress of each game, and processing for logging in to the game for each communication device 100. The game management processing may also include processing for synchronizing the game progress between the communication devices 100. Furthermore, the game processing execution unit 53 is not limited to this example, and can also execute at least a part of the game progress processing described above in addition to the game management processing.
[0049] The setting data is data for setting various parameters according to the state of game progress. For example, the setting data may include identification data of the associated communication device 100, parameters related to game progress and control, attributes of the player character, etc. In response to receiving status data, the game processing execution unit 53 can generate setting data associated with the communication device 100 corresponding to the status data.
[0050] The setting data transmission unit 54 transmits the setting data generated by the game processing execution unit 53 to the corresponding communication device 100 via the communication unit 503. The setting data transmission unit 54 can transmit the setting data, for example, when an event occurs or immediately after a boss character is defeated. The setting data transmission unit 54 may transmit current status data to the communication device 100 in addition to the setting data.
[0051] [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, the control unit 501 (specifically, the processor included in the control unit 501) of the server 500 shown in FIG. 3 may also be configured to execute a game program stored in the storage unit 502 and display the game image GI on the display unit 103 of the communication device 100. The communication device 100 is a mobile terminal such as a smartphone. Although not shown in the figure, a touch sensor is arranged as the operation unit 104 in approximately the same area as the display unit 103 of the communication device 100.
[0052] FIG. 6 is a diagram illustrating an example of a game image GI of a mobile game according to an embodiment of the present disclosure. Specifically, FIG. 6 illustrates a scene from the mobile game during execution of a game program according to this embodiment. The mobile game exemplified in this embodiment is a multiplayer online competitive game in which players compete against third parties to defeat a common enemy. As shown in FIG. 6, the mobile game exemplified in this embodiment uses the screen of a mobile device in portrait orientation (with the longitudinal direction as the up-down direction), but is not limited to this example.
[0053] 6, the game image GI includes, as objects, a player character PC, a first attack area AA1, a second attack area AA2, enemy characters EC1 and EC2, a scoreboard SB, skill cards SK1 to SK5, and an operation area OA. However, the configuration of the game image GI is not limited to this example, and other objects may be included, or some of the objects shown in FIG. 6 may be omitted.
[0054] The player character PC is an example of an object operated by the player, and functions as a virtual player in the game. The player controls the movement of the player character PC by touching the screen.
[0055] The enemy character EC is an example of a target that the player can attack, and functions as a virtual enemy in the game. The opposing character may also function as a virtual enemy in the game, and is an example of a target that the player can attack. Although two enemy characters EC1 and EC2 are illustrated in FIG. 6, there is no limit to the number of enemy characters EC that can be placed. The player character PC attacks the enemy character EC and acquires points by defeating it. The acquired points are cumulatively added up, and the total is displayed on the scoreboard SB.
[0056] Skill cards SK1 to SK5 are an example of an object operated by the player, and are a user interface (UI) for activating skills that can be used by the player character PC. For example, skill card SK1 corresponds to a skill that executes a first level of attack, and skill card SK3 corresponds to a skill that executes a first level of defense. Here, only two types of skills, attack and defense, are illustrated, but there is no limit to the types of skills that can be applied. In the example shown in FIG. 6, an example in which five types of skill cards SK1 to SK5 are arranged is described, but this is not limiting, and any number of skill cards SK can be arranged. A game player can activate a selected skill by performing a flick operation on a skill card SK that they want to use from among skill cards SK1 to SK5.
[0057] The operation area OA is an area where the player inputs operations to instruct the movement direction and actions of the player character PC. Specifically, when the player inputs a predetermined operation (e.g., a slide operation in a predetermined direction) at any position inside the operation area OA (e.g., inside the semicircle when the screen is divided into dotted lines in FIG. 6 ), the player character PC moves in the instructed direction. Even if a slide operation in a predetermined direction from inside the operation area OA results in the slide operation moving outside the operation area OA, the player character PC may continue moving in the instructed direction without stopping as long as the contact state of the indicator, such as the player's finger, is maintained. This improves the comfort of movement. In particular, in competitive games requiring complex operations, such a configuration is preferable because the slide operation may result in the player's finger or other indicator being positioned anywhere on the screen. Furthermore, in this embodiment, as will be described later, the player character PC automatically moves to and attacks an enemy character EC located in the second attack range AA2, resulting in a dizzying change in the composition of the game image. To improve the player's comfort and visibility even under such circumstances, it is preferable that the processing of slide operations in the operation area OA be configured as described above. Not only the operation area OA, but also various user interfaces (UIs) and their operation modes, which will be described later, are suitably designed or adjusted for the same reasons. Furthermore, when the player performs a predetermined operation input (e.g., a tap operation or a long press operation) inside the operation area OA, the player character PC executes the instructed action. For example, when the player character PC is attacking an enemy character EC, the player character's attack may be strengthened by performing a tap operation or a long press operation, or the player character's attack may be given an effect different from that of a normal attack. Examples of effects different from that of a normal attack include increasing the speed of the player character PC's attack or giving the enemy character EC an attribute such as poison, which makes it easier to defeat the enemy character EC.By performing a tap operation or a long press operation, the defeat of the enemy character EC can be accelerated by using an enhanced attack or an attack different from the normal attack, thereby facilitating the player character PC's smooth switching of attacks to the enemy character EC in the second attack range AA2 after defeating the enemy character EC in the first attack range AA1 (described later). The operation area OA may be located outside the semicircle when the screen is divided into semicircles, or may cover the entire screen. The shape of the screen used to define the operation area OA is not limited to a semicircle, but may include a straight line, a broken line, or the like. The proportion of the screen occupied by the operation area OA is not limited, but is preferably, for example, between 1 / 4 and 1 / 2, from the viewpoint of facilitating input operations. The operation area OA may be located inside or outside a closed area. The shape of the closed area is not limited, but may include, for example, a circle, an ellipse, a rectangle, or the like. The range of the area where a slide operation can be performed may be different from the range of the area where a tap operation or a long press operation can be performed. In this case, for example, the area where a slide operation can be performed may be a part of the screen, and the area where a tap operation or a long press operation can be performed may be the entire screen.
[0058] (First attack range) The first attack range AA1 is an example of the player's primary attack range, and functions as a range in which the player character PC automatically attacks the enemy character EC.
[0059] In the example shown in FIG. 6, the shape of the first attack range AA1 is circular, but is not limited to this and examples of the shape of the first attack range AA1 include an oval and a rectangle. In the example shown in FIG. 6, the player character PC is positioned so as to be off-center of the first attack range AA1 (for example, since it is easier for the character PC to attack in front of it than behind it in the direction of movement, the center of the first attack range AA1 is positioned in front of the character PC in the direction of movement). However, this is not limited to this and examples of the position of the player character PC in the first attack range AA1 include the center of the first attack range AA1. The first attack range AA1 moves along with the movement of the player character PC. The first attack range AA1 may be configured so as not to be visible to the player. The first attack range AA1 may be configured so as to be visible to the enemy character EC when it approaches the player character PC. If the player can see the first attack area AA1, the first attack area AA1 may be positioned so that it does not overlap with the skill cards SK1 to SK5, from the perspective of operability of the skill cards SK1 to SK5. Also, even if the first attack area AA1 overlaps with the skill cards SK1 to SK5, the skill cards SK1 to SK5 may be positioned so that they overlap from above the first attack area AA1, making the skill cards SK1 to SK5 visible. And, if the shape of the first attack area AA1 is circular, its curvature may be different from the curvature of the semicircle that defines the operation area OA, from the perspective of visibility.
[0060] (Second attack range) The second attack range AA2 is an example of a secondary attack range for the player. It is wider than the first attack range AA1 and functions as a range within which the player character PC automatically moves to attack the enemy character EC when a predetermined condition is met. If the enemy character EC is not present within the second attack range AA2, the player character PC may move to the second attack range AA2 and attack (e.g., miss) when a predetermined condition is met, or may end the attack without moving. When the player character PC ends the attack, unnecessary movement of the player character PC can be omitted, thereby improving the user experience of the game. Furthermore, if the second attack range AA2 does not fit within the screen display and the enemy character EC is present within the second attack range AA2 but does not fit within the screen display, when the player character PC automatically moves to attack, the screen display may change along with the movement of the player character PC to fit the enemy character EC within the screen, or the screen display may change slightly later than the movement of the player character PC to fit the enemy character EC within the screen. This can improve the player's comfort and visibility even in competitive games on smartphones and other devices where the game image configuration changes rapidly. Furthermore, the screen display does not need to change in accordance with the movement of the player character PC. By initially displaying the enemy character EC that does not fit on the screen, and not having the player character PC move in later, it is possible to prevent the tempo of the battle from becoming slower.
[0061] In the example shown in FIG. 6, the shape of the second attack range AA2 is circular, but is not limited to this and examples of the shape of the second attack range AA2 include an oval, a rectangle, etc. In the example shown in FIG. 6, the second attack range AA2 is positioned relative to the first attack range AA1 so as to include the entire first attack range AA1, but is not limited to this and examples of the shape of the second attack range AA2 include a portion of the first attack range AA1. In the example shown in FIG. 6, the center of the second attack range AA2 is positioned to coincide with the center of the first attack range AA1. However, as in the example shown in FIG. 7, the center of the second attack range AA2 may be positioned so as not to coincide with the center of the first attack range AA1 (i.e., the center of the first attack range AA1 is located forward in the direction of movement of the character PC, while the player character PC is located at the center of the second attack range AA2). The second attack range AA2, like the first attack range AA1, moves along with the movement of the player character PC. The second attack range AA2 may be configured to be invisible. The second attack range AA2 may be configured to be visible when the enemy character EC approaches the player character PC.
[0062] The above-mentioned specified conditions are that after an enemy character EC is present in the first attack range AA1, all enemy characters EC disappear from the first attack range AA1, and that the player performs an operation input on the screen within a specified time after all enemy characters EC have disappeared.
[0063] Examples of all enemy characters EC disappearing from the first attack range AA1 include when the positions of all enemy characters EC in the first attack range AA1 move out of the first attack range AA1 or when the values (hit points) representing the vitality of the enemy characters EC become zero. Examples of enemy characters EC moving out of the first attack range AA1 include when an attacked enemy character EC flees outside the first attack range AA1 or when an enemy character EC is thrown out of the first attack range AA1 in reaction to an attack. The predetermined time may be, for example, 1 second, preferably 0.5 seconds, but is not limited to this. Any general period of time may be used so that a subsequent operation input to the screen is not determined to be an independent operation input. Examples of operation input to the screen include a tap operation and a long press operation. Note that the operation input to the screen made when the player character PC is automatically attacking the enemy character EC present in the first attack range AA1 and the operation input to the screen made before the predetermined time has elapsed may be the same operation input or different operation inputs. By making them the same operation inputs (for example, both are tap operations, or both are continuous long press operations), the comfort during battle can be improved.
[0064] FIG. 8 is a flow chart showing the processing of a game program in which it is determined whether the above-mentioned predetermined conditions are satisfied with respect to the movement of the player character PC, and the player character PC is automatically moved to an attack target (enemy character EC) in the second attack range AA2 to launch an attack. As shown in FIG. 8, it is determined whether an attack target exists in the first attack range AA1 (step S141). If no attack target exists, it is determined whether all attack targets have disappeared in the first attack range AA1 (step S142). If an attack target exists in the first attack range AA1, it is determined again whether an operation input has been made to the screen before a predetermined time has elapsed (step S143). If no operation input has been made to the screen, step S141 is executed again. If an operation input has been made to the screen, the player character PC is automatically moved to an attack target in the second attack range AA2 to launch an attack (step S144). After attacking the enemy character EC, step S141 is executed again.
[0065] FIG. 9 is a diagram illustrating an example of a game image GI of a mobile game according to an embodiment of the present disclosure. Specifically, FIG. 9 illustrates a state in which a player character PC is moving toward an enemy character EC. In the example illustrated in FIG. 9, the second attack range AA2 is configured not to be displayed (for convenience, the second attack range AA2 is represented by a dotted line). Because the enemy character EC is not within the first attack range AA1, the player character PC does not launch an attack against the enemy character EC.
[0066] FIG. 10 is a diagram illustrating an example of a game image GI of a mobile game according to an embodiment of the present disclosure. Specifically, FIG. 10 illustrates a state in which the player character PC is attacking the enemy character EC1 because the enemy character EC1 has entered the first attack range AA1. When the enemy character EC1 enters the first attack range AA1, the player character PC automatically attacks the enemy character EC1. While the player character PC is automatically attacking the enemy character EC1, the player can, for example, further perform a tap operation (perform a continuous tap operation in this embodiment), thereby increasing the attack speed more than usual. This can shorten the battle time and improve the comfort of the game during battle. Because the enemy character EC2 is not within the first attack range AA1, the player character PC does not attack the enemy character EC.
[0067] 11 and 12 are diagrams illustrating an example of a game image GI of a mobile game according to an embodiment of the present disclosure. Specifically, FIG. 11 illustrates a state after the player character PC has defeated the enemy character EC1 (reducing the hit points of the enemy character EC1 to zero). FIG. 11 also illustrates a state in which the player character PC is attacking the enemy character EC2. In the example illustrated in FIG. 11, although the enemy character EC1 has been defeated, the enemy character EC2 is located slightly outside the first attack range AA1. Because the enemy character EC2 is outside the first attack range AA1, in order to defeat the enemy character EC2, the player character PC must move until the enemy character EC2 enters the first attack range AA1. However, in this embodiment, if the player performs, for example, a tap operation before a predetermined time has elapsed after defeating the enemy character EC1, the player character PC does not increase the speed of its attack, but instead automatically moves to the enemy character EC2 located in the second attack range AA2 and attacks it, as illustrated in the example illustrated in FIG. 12. On mobile devices such as smartphones, the screen is small, so moving operations such as changing the direction of the player character PC can be cumbersome. According to a mobile game in an embodiment of the present disclosure, the player character PC does not need to move, thereby improving the game's comfort during battle. In this case, while the player character PC increases the attack speed, the player character PC may automatically move to and attack an enemy character EC2 located in the second attack range AA2, as shown in the example of FIG. 12 . In this case, after defeating an enemy character E1 located in the first attack range AA1, the player character PC continues to attack an enemy character E2 located in the second attack range AA2 without stopping its movement, thereby improving the tempo of battle.Then, for example, successive tap operations during battle result in attacks with increased speed in the first attack range AA1, expansion of the attack range from the first attack range AA1 to the second attack range AA2, attacks with continuous, smooth movements from the enemy character EC in the first attack range AA1 to the enemy character EC in the second attack range AA2, and attacks with increased speed against enemy characters EC that were not originally in the first attack range AA1 but that now exist in the first attack range AA1 as a result of the player character PC moving to attack the enemy character EC in the second attack range AA2, thereby further improving the comfort of the game during battle. Note that in Figure 12, the enemy character EC2 is within the first attack range AA1 because the player character PC moved to attack the enemy character EC2 in the second attack range AA2, and the enemy character EC2 consequently entered the first attack range AA1 along with the player character PC.
[0068] 13 and 14 are diagrams illustrating an example of a game image GI of a mobile game according to an embodiment of the present disclosure. Specifically, FIG. 13 illustrates a state after the enemy character EC1, which the player character PC has attacked, has moved out of the first attack range AA1. FIG. 14 illustrates a state in which the player character PC is attacking the enemy character EC2. In the example illustrated in FIG. 13, the enemy character EC1 has fled, but the enemy character EC2 is located slightly outside the first attack range AA1, and the battle continues. Normally, since the enemy character EC2 moves out of the first attack range AA1, in order to defeat the enemy character EC2, the player character PC must move until the enemy character EC2 enters the first attack range AA1. However, in this embodiment, if the player performs, for example, a tap operation before a predetermined time has elapsed after the enemy character EC1 moves out of the first attack range AA1, the player can automatically attack the enemy character EC2, which is located in the second attack range AA2. This eliminates the need to move the player character PC, thereby improving the comfort of the game during battles. Note that in Figure 14, the enemy character EC2 is within the first attack range AA1, but this is because when the player character PC moves to attack the enemy character EC2 in the second attack range AA2, the enemy character EC2 consequently enters the first attack range AA1, into which the player character PC has moved.
[0069] In this embodiment, when attacking enemy characters EC present in the second attack range AA2, the player character PC moves along with the first attack range AA1 and the second attack range AA2. Therefore, similar attacks can be made to enemy characters EC newly present in the first attack range AA1 and the second attack range AA2. As a result, during battle, the player can, for example, perform a tap operation in succession to increase the speed of the attack and defeat enemy characters EC one after another, thereby annihilating all of the enemy characters EC.
[0070] In conventional mobile games that require separate attack operations, unlike button-type controllers, the user interface cannot be sensed by the player's fingers or other tactile sense on mobile devices such as smartphones, so the player must visually check the user interface for attack operations every time they attack, which can be stressful for players as they risk being attacked by an enemy character if they take their eyes off the player character PC.In addition, when using a mobile device such as a smartphone in portrait orientation, many user interfaces are concentrated in the lower area of the screen, making it difficult to visually identify the user interface.
[0071] In contrast, in the mobile game of this embodiment, by first performing a movement operation of the player character PC so that the enemy character EC enters the first attack range AA1, the player can attack the enemy character EC present in the first attack range AA1 without any additional attack operation (without taking his / her eyes off the player character PC). At this time, by performing a tap operation or a long press operation on the entire screen or inside the operation area OA, the enemy character EC can be easily defeated. After defeating the enemy character EC present in the first attack range AA1 (after the enemy character EC is no longer present in the first attack range AA1), the player can also move and attack the enemy character EC2 that is outside the first attack range AA1 but present in the second attack range AA2 by simply continuing the above-mentioned tap operation or the like until a predetermined time has elapsed, without any additional attack operation. In other words, by performing a movement operation of the player character PC so that the enemy character EC enters the first attack range AA1, the player can then move to the enemy character EC present in the second attack range AA2 and continue the attack by performing an operation input on the screen, such as a tap operation. In this way, the user can eliminate the need for cumbersome movement operations from the first attack range AA1 to the second attack range AA2, thereby improving the user experience. Furthermore, since input operations are performed on a wide area, such as the entire screen or the area inside the operation area OA, visual identification of specific user interfaces is not particularly necessary, making this useful for mobile devices such as smartphones where button locations cannot be grasped by touch. Furthermore, this is particularly useful for games played in portrait mode, where many user interfaces are concentrated in the lower area of the screen, as it prevents user interface operation errors.
[0072] Furthermore, if the speed of the player character PC's attacks increases in the first attack range AA1 due to successive tap operations or the like, the same operation input can be used to move to and attack an enemy character EC in the second attack range AA2 following that attack, thereby further improving the enjoyment of the game. Even in situations where the configuration of the game image is rapidly changing due to an enemy character EC being in the first attack range AA1 or the second attack range AA2 and the speed of the player character PC's attacks increasing, the operation input remains the same, and visual identification of the user interface is not required, making this particularly useful when using a mobile device such as a smartphone in portrait orientation.
[0073] The present disclosure has been described above with reference to the drawings. However, the above-described embodiments (including modifications) can be modified as appropriate without departing from the spirit of the present disclosure. For example, even if a person skilled in the art appropriately adds, deletes, or modifies components based on the above-described embodiments, such modifications are included in the scope of the present disclosure as long as they incorporate the gist of the present disclosure. Furthermore, the features described in the above-described embodiments can be combined as appropriate as long as they are not mutually inconsistent.
[0074] Even if there are other effects and advantages different from those brought about by the aspects of the above-described 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]
[0075] 10...game processing function, 11...game operation acquisition unit, 12...setting data receiving unit, 13...game data storage unit, 14...game processing execution unit, 15...status data transmission unit, 16...display data generation unit, 17...display data output unit, 50...game processing function, 51...status data receiving unit, 52...game data storage unit, 53...game processing execution unit, 54...setting data transmission unit, 100...communication device, 101...control unit, 102...storage unit, 103...display unit, 1 04...operation unit, 105...sensor unit, 106...imaging unit, 107...position detection unit, 108...communication unit, 109...sound input / output unit, 110...alarm unit, 500...server, 501...control unit, 502...storage unit, 503...communication unit, 1000...communication system, NW...network, GI...game image, PC...player character, EC...enemy character, SB...scoreboard, SK...skill card, OA...operation area, AA1...first attack range, AA2...second attack range
Claims
1. A game control method in which a computer causes a player character to attack an attack target present in a first attack range on a screen display of a mobile device, comprising: The computer when a player performs an operation input on the screen before a predetermined time has elapsed after the attack target that was in the first attack range has disappeared from the first attack range, A game control method in which the player character is automatically moved to an attack target that is in a second attack range that includes at least a part of the first attack range and is wider than the first attack range, and the player character is made to attack the target regardless of the first attack range.
2. A game control method as described in Claim 1, wherein the computer executes a process of causing the player character to automatically attack the attack target that is within the first attack range.
3. 2. The game control method according to claim 1, wherein the time after the attack target that was in the first attack range is no longer present in the first attack range is after the attack target is defeated.
4. 2. The game control method according to claim 1, wherein the state after the attack target that was in the first attack range is no longer present in the first attack range is the state after the position of the attack target has moved out of the first attack range.
5. The game control method according to claim 1 , wherein the operation input to the screen is a tap operation or a long press operation.
6. A game control method as described in claim 2, wherein when the computer is causing the player character to automatically attack the attack target present in the first attack range, if the player performs a tap operation or a long press operation as an operation input to the screen, the computer strengthens the attack of the player character or gives the attack of the player character an effect different from a normal attack.
7. 7. The game control method according to claim 6, wherein the operation input to the screen made when an attack is automatically made against the attack target present in the first attack range and the operation input to the screen made before the specified time has elapsed are the same operation input.
8. A game control method as described in claim 1, wherein the computer causes the first attack range to be displayed on a screen and causes the second attack range not to be displayed on the screen.
9. A game control method as described in claim 1, wherein the computer causes the player character to end the attack when an operation input is made to the screen before the specified time has elapsed and there is no target to attack within the second attack range.
10. A game control method as described in claim 1, wherein, when an attack target within the second attack range does not fit within the display on the screen, the computer changes the display on the screen as the player character moves towards the attack target, thereby causing the attack target to fit within the display on the screen.
11. The game control method according to claim 1 , wherein the mobile terminal is used in a portrait orientation.
12. 2. The game control method according to claim 1, wherein the operation area in which the operation input to the screen is performed is an area inside a semicircle when the screen is divided into semicircles.
13. The game control method according to claim 12, wherein the ratio of the operation area to the screen is between ¼ and ½.
14. A game program for causing a computer to execute the game control method according to any one of claims 1 to 13.
Citation Information
Patent Citations
Group character fighting method, recording medium, and game device
JP2001149655A
Game program and game device
JP2014236931A
Game program, method and information processing apparatus
JP2019103616A
Game system and program
JP2019136358A
Method and apparatus for targeting objects of game
JP2022183035A