Storage medium storing game program, game processing method, game system, and computer program product

The game program enhances strategy game battle result display by showing first and second battle marks and actions, addressing the lack of intuitiveness in existing strategies, thereby improving player understanding and experience.

JP7813497B1Active Publication Date: 2026-02-13GUANGZHOU LIXI INTERACTIVE ENTERTAINMENT CO LTD
View PDF 3 Cites 0 Cited by

Patent Information

Application Number
JP2025117916
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2025-04-18
Filing Date
2025-07-14
Publication Date
2026-02-13
Estimated Expiration
2045-07-14

AI Technical Summary

Technical Problem

Strategy games lack intuitive display of battle results, making it difficult for players to understand the battle situation effectively.

Method used

A game program that displays first and second battle marks reflecting the outcome of the player's attack object against the entire defensive team and a portion of the defensive team, respectively, along with battle actions and object characteristics, to enhance player understanding of the battle situation.

Benefits of technology

Improves player efficiency in obtaining match situation information and enhances game experience by providing a more intuitive and visually engaging display of battle outcomes.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007813497000001_ABST
    Figure 0007813497000001_ABST
Patent Text Reader

Abstract

To provide a storage medium storing a game program for giving a match result mark, a game processing method, a game system, and a computer program product. [Solution] The game program causes a processor to execute the following processes: in response to an attack target designated by a player, displaying on an interface that the player's attack object is moving to a target position where the attack target is located; determining the defensive team competing against the attack object, as well as a first match result between the attack object and the defensive team and a second match result between each target defensive object on the defensive team and the attack object, based on the match attributes of each defensive object at the target position and the match order of each defensive object; and displaying on the interface a first match mark corresponding to the first match result and a second match mark corresponding to a part of the second match result.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] This disclosure claims priority to a Chinese patent application bearing application number 202510498459.7, filed with the China Patent Office on April 18, 2025, and entitled "Storage medium storing a game program, game processing method, game system, and computer program product," the entire contents of which are incorporated herein by reference.

[0002] The present disclosure relates to a process for displaying the results of a strategy game match. [Background technology]

[0003] Conventionally, a strategy game has been disclosed that displays the results of a battle, and in this strategy game, the results of the battle can be fed back to the player in the form of a battle report.

[0004] However, the content displayed in the battle report of a strategy game is relatively complicated and does not intuitively show the battle situation of the player. Summary of the Invention [Problem to be solved by the invention]

[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a game program, a game processing method, a game system, and a computer program product that provide a match result mark. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configuration.

[0007] (1st configuration) A game program according to a first configuration causes a processor to execute the following processes: in response to an attack target designated by a player, display on an interface that the player's attack object is moving to a target position where the attack target is located; based on the battle attributes of each defensive object at the target position and the battle order of each defensive object, determine the defensive team that will face the attack object, as well as a first battle result between the attack object and the defensive team and a second battle result between each target defensive object in the defensive team and the attack object; and display on the interface a first battle mark corresponding to the first battle result and a second battle mark corresponding to a part of the second battle result.

[0008] According to the above, after a player designates an attack target, the player's attack object attacks the defensive object at the target position, and the interface displays the match between the attack object and the defensive object, and can display a first match mark reflecting the outcome of the match between the attack object and the entire defensive team, and a second match mark reflecting the outcome of the match between the attack object and a portion of the defensive team. This allows the player to more intuitively determine the match situation of the attack object attacking the target position, and can preview some of the defensive objects defeated by the attack object or some of the defensive objects defeated by the attack object, further effectively improving the player's efficiency in obtaining the match situation.

[0009] (Second configuration) In a second configuration, based on the above first configuration, the content displayed on the interface includes a battle action between the attacking object and a specific defensive object in the defensive team, the battle action being determined based on the first battle result, or the battle action being determined based on the second battle result between the attacking object and the specific defensive object, where the specific defensive object may be a target defensive object in the defensive team.

[0010] According to the above, the interface displays the first and second battle marks, as well as the battle actions between the attacking object and a specific defensive object within the defensive team. By combining the battle marks that reflect the battle situation with the battle actions, the player's understanding of the battle situation can be further aided and the visual effects of the game can be improved.

[0011] (Third configuration) In a third configuration, based on the above first or second configuration, the second battle mark may include a portion that displays a corresponding second battle result based on the object characteristics of the corresponding target defensive object, or the first battle mark may include a portion that displays the first battle result based on the object characteristics of the attacking object.

[0012] According to the above, the second battle mark can reflect the object characteristics of the target defensive object, and the first battle mark can reflect the object characteristics of the attacking object, which allows the player to easily identify one of the multiple attacking objects and determine the battle status between the attacking object and the corresponding defensive object. Furthermore, the player can know the battle attributes of the defensive object that the attacking object defeated, or the defensive object that defeated the attacking object, improving the efficiency with which the player obtains information about the battle status and ultimately improving the player's game experience.

[0013] (4th configuration) In a fourth configuration, based on the above first to third configurations, the first battle mark corresponds to a first display area of ​​the interface, the second battle mark corresponds to a second display area of ​​the interface, the first display area and the second display area have a set first association relationship, and the first display area and the second display area have a set second association relationship with the target position, and the game program may further cause the processor to execute processing such that when the number of objects of the defensive team is set to a set number or less, the occupancy range of the second display area is set to a set range or less.

[0014] According to the above, since the first display area and the second display area can be displayed near the target position, it is possible to effectively reduce the occurrence of the battle marks displayed on the interface becoming disorganized when a player dispatches a relatively large number of attack objects to act. Also, since the range displayed in the second display area is limited to a set range, it is possible to effectively reduce the burden of processing the battle result marks in a multiplayer strategy game.

[0015] (5th configuration) In a fifth configuration, based on the above first to fourth configurations, the game program may further cause the processor to execute a process of, if the defensive team defeats the attacking object, displaying on an interface that the specific defensive object is performing a first attacking action against the attacking object at the target position, or, if the attacking object defeats the defensive team, displaying on an interface that the attacking object is performing a second attacking action against the specific defensive object at the target position, or, if the attacking object and the target defensive object end in a draw in a match, displaying on an interface that the attacking object is performing a counter-action against the specific defensive object at the target position.

[0016] According to the above, when the player's attacking object wins or loses, the attacking object and a specific defending object can exhibit different actions, which can further improve the visual effects of the game.

[0017] (6th configuration) In a sixth configuration, based on the first to fifth configurations, the specific defensive object may be a defensive object of the defensive team that will face the attacking object last in the battle order.

[0018] According to the above, the battle report generated later can be associated with the battle screen of the attacking object, and a specific defensive object can be designated as the defensive object of the defensive team that will be the last to face the attacking object, thereby improving the visual effects of the game.

[0019] (7th configuration) In a seventh configuration, based on the above first to sixth configurations, the attacking object and each defensive object of the defensive team each have a corresponding object type, and objects of different object types may differ in at least one of the hitting action, attacking action, and counter action.

[0020] Based on the above, the interface can display a screen in which various types of objects fight each other according to the object type corresponding to the player's attack object and the object type corresponding to the player's defense object, thereby further improving the visual effects of the game.

[0021] Alternatively, the present invention may be configured as a game processing method, a game system, or a computer program product. [Effects of the Invention]

[0022] According to the above, after a player designates an attack target, the player's attack object attacks the defensive object at the target position, and the interface displays the match between the attack object and the defensive object, and can display a first match mark reflecting the outcome of the match between the attack object and the entire defensive team, and a second match mark reflecting the outcome of the match between the attack object and a portion of the defensive team. This allows the player to more intuitively determine the match situation of the attack object attacking the target position, and can preview some of the defensive objects defeated by the attack object or some of the defensive objects defeated by the attack object, further effectively improving the player's efficiency in obtaining the match situation.

[0023] These and other objects, features, aspects and advantages of the present invention will become more apparent based on the following detailed description taken in conjunction with the drawings. [Brief explanation of the drawings]

[0024] [Figure 1] 1 is a block diagram showing the hardware configuration of a game system 1. FIG. [Figure 2] 1 is an example of a game screen. [Figure 3] 1 is an example of a game screen. [Figure 4] 10 is a flowchart showing an example of game processing executed by the processor 21. DETAILED DESCRIPTION OF THE INVENTION

[0025] [Game system hardware configuration] A gaming system according to an example of this embodiment will be described below. FIG. 1 is a block diagram showing an example of the hardware configuration of a gaming system 1 according to this embodiment. The gaming system 1 of this embodiment includes a gaming device 3, a controller 4, and a display unit 5. This embodiment will be described taking as an example a case where the gaming device is a stationary gaming device. In other embodiments, the gaming device 3 may be a gaming processing device such as a portable gaming device, a smartphone, a tablet terminal, a mobile phone, a personal computer, or a wearable terminal.

[0026] In FIG. 1, the game device 3 includes a processor 31. The processor 31 is an information processing unit that executes various types of game processing executed by the game device 3. For example, the processor 31 may be configured with only a CPU (Central Processing Unit), or may be configured with an SoC (System on a Chip) that has multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 31 executes various types of game processing by executing a game processing program stored in a storage unit 32. The storage unit 32 may be an internal storage medium such as a flash memory or a DRAM (Dynamic Random Access Memory), or may be configured using an external storage medium that is inserted into a slot (not shown).

[0027] The game device 3 also includes a wireless communication unit 33, which is used to perform wireless communication between the game device 3 and another game device 3 or a predetermined server. As the wireless communication, for example, internet communication or short-range wireless communication can be used.

[0028] The game device 3 also includes a controller communication unit 34, which is used for wired or wireless communication between the game device 3 and the controller 4.

[0029] Furthermore, the game device 3 is connected to a display unit 5 (e.g., a television or the like) via an image / audio output unit 35. The processor 31 outputs the generated images and sounds to the display unit 5 via the image / audio output unit 35 (e.g., by executing the above-mentioned game processing).

[0030] Next, the controller 4 will be described. The controller 4 is equipped with at least one analog stick 42 as an example of a direction input device. The analog stick 42 can be used as a direction input unit that can input directions. By tilting the analog stick 42, the player can input a direction according to the tilt direction (and an input magnitude according to the tilt angle). The controller 4 also has a button unit 43 that includes various operation buttons. For example, the controller 4 may have multiple operation buttons on the main surface of the above-mentioned housing.

[0031] The controller 4 further includes a communication unit 41 for performing wired or wireless communication with the controller communication unit 34. Information indicating the directional input of the analog stick 42 and the pressed state of the button unit 43 is repeatedly output to the communication unit 41 at appropriate timing and transmitted to the game device 3.

[0032] Next, an overview of the game processing according to this embodiment will be described.

[0033] <First Example> In this embodiment, the game program causes the processor to execute the following processes.

[0034] In response to an attack target designated by the player, the interface displays the player's attack object moving to the target location where the attack target is located.

[0035] In this embodiment, the attack target may be a base, a unit block, or a character designated by the player as an attack target in a game scene.

[0036] In some examples, the player's attack object is virtual character A, and when the player designates a unit block D1 as an attack target, virtual character A can move onto the unit block D1.

[0037] Based on the battle attributes of each defensive object at the target position and the battle order of each defensive object, the defensive team that will battle the attacking object, as well as the first battle result between the attacking object and the defensive team and the second battle result between each target defensive object in the defensive team and the attacking object are determined.

[0038] In this embodiment, each object has a battle attribute, for example, a defensive object has battle attributes such as combat power and blood volume.

[0039] In this embodiment, the battle order may be set by the player holding each defensive object, or the battle order for each defensive object may be determined based on the order in which they enter the target position. For example, if virtual character M enters the target position earlier than virtual character N, virtual character M will battle the attacking object before virtual character N.

[0040] In some examples, attacking object Z1 has a fighting power of 100 and a blood volume of 100, defensive object Z2 at the target position has a fighting power of 100 and a blood volume of 50, defensive object Z3 at the target position has a fighting power of 100 and a blood volume of 80, and defensive object Z4 at the target position has a fighting power of 80 and a blood volume of 100, the battle order may be defensive object Z2-defensive object Z3-defensive object Z4, attacking object Z1 can only defeat defensive object Z2 and is then defeated by defensive object Z3, and the defensive team is defensive object Z2 and defensive object Z3, the first battle result is that the defensive team defeats attacking object Z1, and the second battle result is that attacking object Z1 defeats defensive object Z2 and then attacking object Z1 defeats defensive object Z3.

[0041] A first match mark corresponding to the first match result and a second match mark corresponding to a part of the second match result are displayed on the interface.

[0042] In some examples, as shown in FIG. 3 , the attacking object is attacking object H, and the defensive team is defensive object G, defensive object I (not shown), defensive object K (not shown), and defensive object O (not shown), and attacking object H defeats the defensive team, the first battle marks displayed on the interface may include mark Y1 displaying the occupation of attacking object H and mark Y5 displaying "victory," and the second battle marks corresponding to some second battle results displayed on the interface may include mark Y2 displaying the occupation of defensive object G, mark Y3 displaying the occupation of defensive object I, and mark Y4 displaying the occupation of defensive object K.

[0043] In some examples, when the defensive team is a single defensive object, the second match result between each target defensive object in the defensive team and the offensive object is a second match result between the single defensive team and the offensive object, and the second match marks corresponding to some of the second match results are second match marks corresponding to the second match result between the single defensive team and the offensive object.

[0044] In some embodiments, the content displayed on the interface includes a match action between the offensive object and a specific defensive object in the defensive team, the match action being determined based on a first match result, or the match action being determined based on a second match result between the offensive object and the specific defensive object, where the specific defensive object is a target defensive object in the defensive team.

[0045] In this embodiment, the specific defensive object is a specific defensive object in the defensive team, and this specific defensive object may be the defensive object with the highest combat power among the target defensive objects, the defensive object that will battle the last attacking object in the defensive team, or the defensive object that will battle the first attacking object in the defensive team. The combat action between the attacking object and the specific defensive object in the defensive team may be an action that does not include light and shadow visual effects, or may be an action that is in accordance with light and shadow visual effects.

[0046] In some examples, the match action may be determined based on a first match result. For example, if the first match result includes the defensive team defeating the offensive object and the second match result includes the specific defensive object being defeated by the offensive object, the match action displayed on the interface is that the specific defensive object in a favorable position defeated the offensive object in a disadvantageous position.

[0047] In some examples, the match action may be determined based on the second match result. For example, if the first match result includes the defensive team defeating the offensive object and the second match result includes the specific defensive object defeating the offensive object, the match action displayed on the interface is that the specific defensive object in a favorable position defeats the offensive object in a disadvantageous position.

[0048] In this embodiment, after the player designates an attack target, the player's attack object attacks the defensive object at the target position, and the interface displays the match between the attack object and the defensive object, displaying a first match mark reflecting the outcome of the match between the attack object and the entire defensive team, and a second match mark reflecting the outcome of the match between the attack object and a portion of the defensive team. This allows the player to more intuitively determine the match situation of the attack object attacking the target position, preview some of the defensive objects defeated by the attack object, or some of the defensive objects defeated by the attack object, and effectively improve the player's efficiency in obtaining the match situation.

[0049] In some embodiments, the second battle mark includes a portion that displays a corresponding second battle result based on the object characteristics of the corresponding target defensive object, or the first battle mark includes a portion that displays a first battle result based on the object characteristics of the attacking object.

[0050] In this embodiment, as shown in Figure 2, the attacking object may be attacking object E, and the object feature of attacking object E may be a "bow and arrow" that reflects the occupation of attacking object E. In this case, the first battle mark is mark U1, and the target defensive object is defensive object U2. The object feature of defensive object U2 may be a "spear" that reflects the occupation of defensive object U2, and the second battle mark is mark U2.

[0051] In this embodiment, the second battle mark can reflect the object characteristics of the target defensive object, and the first battle mark can reflect the object characteristics of the attacking object, which allows the player to easily identify one of the multiple attacking objects and determine the battle status between the attacking object and the corresponding defensive object. Furthermore, the player can know the battle attributes of the defensive object that the attacking object defeated, or the defensive object that defeated the attacking object, which improves the player's information acquisition efficiency for obtaining battle status information and ultimately improves the player's game experience.

[0052] <Second Example> In this embodiment, the first battle mark corresponds to a first display area of ​​the interface, the second battle mark corresponds to a second display area of ​​the interface, the first display area and the second display area have a set first association relationship, and the first display area and the second display area have a set second association relationship with the target position.

[0053] The game program further causes the processor to execute a process of setting the occupancy range of the second display area to a set range or less when the number of objects on the defensive team is set to a set number or less.

[0054] In this embodiment, the first association relationship may be established such that the first display area is adjacent to the second display area. For example, as shown in FIG. 2, marks U1 and U3 displayed in the first display area may be located to the left of mark U2 displayed in the first display area.

[0055] In this embodiment, the second association relationship may be a relationship in which both the first display area and the second display area are located above the target position. For example, as shown in Figure 2, marks U1 and U3 displayed in the first display area and mark U2 displayed in the second display area may all be located above unit section D1 at the target position.

[0056] In this embodiment, the set number may be three, three, five, or the like.

[0057] In some examples, as shown in FIG. 2, if the set number is 3 and the area occupied by each mark is 1×1, the maximum value of the occupied area of ​​the second display area Q1 is 3×1, i.e., the set area is 3×1.

[0058] In this embodiment, since the first display area and the second display area can be displayed near the target position, it is possible to effectively reduce the occurrence of the battle marks displayed on the interface becoming disorganized when a player dispatches a relatively large number of attack objects to act. Also, since the range displayed in the second display area is limited to a set range, it is possible to effectively reduce the burden of processing the battle result marks in a multiplayer strategy game.

[0059] <Third Example> In this embodiment, the game program also causes the processor to execute the following processes.

[0060] When the defensive team defeats the attacking object, the interface displays that the specific defensive object is performing a first attack action against the attacking object at the target position.

[0061] In some examples, as shown in FIG. 2, a particular defensive object may be defensive object F and the attacking object may be attacking object E, and if the defensive team defeats the attacking object, the interface may display that attacking object E is being attacked by defensive object F.

[0062] If the attacking object defeats the defending team, the interface displays that the attacking object is performing a second attack action against the specific defending object at the target location.

[0063] In some examples, as shown in FIG. 3, a particular defensive object may be defensive object G and the attacking object may be attacking object H, and if the attacking object defeats the defensive team, the interface may display that attacking object G is being attacked by defensive object H.

[0064] If the battle between the attacking object and the target defensive object ends in a draw, the interface displays that the attacking object is performing a counter-action against the specific defensive object at the target position.

[0065] In this embodiment, when the player's attacking object wins or loses, the attacking object and a specific defending object can exhibit different actions, which can further improve the visual effects of the game.

[0066] In some embodiments, the particular defensive object is the defensive object of the defensive team that will face the offensive object last in the matchup order.

[0067] In this embodiment, the battle report generated later can be associated with the battle screen of the attacking object, and a specific defensive object can be made the defensive object that will be the last to battle the attacking object, thereby improving the visual effects of the game.

[0068] In some embodiments, the offensive object and each defensive object of the defensive team have corresponding object types, and objects of different object types differ in at least one of a hitting behavior, an attacking behavior, and a countering behavior.

[0069] In this example, the object types are, for example, artillery, cavalry, archers, or transport vehicles.

[0070] In some examples, for example, object types include artillery, cavalry, and archers, the attack and counter actions for artillery, cavalry, and archers may be different, and the hit actions for artillery, cavalry, and archers may be the same.

[0071] In this embodiment, the interface can display different battles according to the object types corresponding to the player's attacking objects and the object types corresponding to the player's defending objects, which can further improve the visual effects of the game.

[0072] [Method Example] 4 is a flowchart showing an example of game processing executed by processor 21. The game processing method may include the following steps S410 to S430.

[0073] Step S410: In response to the attack target designated by the player, the interface displays that the player's attack object moves to the target position where the attack target is located.

[0074] Step S420: Based on the match attributes of each defensive object at the target position and the match order of each defensive object, determine the defensive team that will match against the attacking object, as well as the first match result between the attacking object and the defensive team and the second match result between each target defensive object in the defensive team and the attacking object.

[0075] Step S430: A first battle mark corresponding to the first battle result and a second battle mark corresponding to a part of the second battle result are displayed on the interface.

[0076] In some embodiments, after step S420, the method further includes the following step S429.

[0077] Step S429: The contents displayed on the interface include: a battle action between the offensive object and a specific defensive object in the defensive team, the battle action being determined based on a first battle result, or the battle action being determined based on a second battle result between the offensive object and the specific defensive object, where the specific defensive object is one target defensive object in the defensive team.

[0078] In some embodiments, the second battle mark includes a portion that displays a corresponding second battle result based on the object characteristics of the corresponding target defensive object, or the first battle mark includes a portion that displays a first battle result based on the object characteristics of the attacking object.

[0079] In some embodiments, the first match mark corresponds to a first display area of ​​the interface, the second match mark corresponds to a second display area of ​​the interface, the first display area and the second display area have a first association relationship established, and the first display area and the second display area have a second association relationship established with the target position. Also, after step S420, the method further includes step S510:

[0080] Step S510: If the number of objects on the defensive team is set to a set number or less, the occupancy range of the second display area is set to a set range or less.

[0081] In some embodiments, after step S420, the method further includes the following steps S710 to S730.

[0082] Step S710: If the defensive team defeats the offensive object, the interface displays that the specific defensive object is performing a first offensive action against the offensive object at the target position.

[0083] Step S720: If the offensive object defeats the defensive team, display on the interface that the offensive object is performing a second offensive action against the specific defensive object at the target position.

[0084] Step S730: If the match between the attacking object and the target defensive object ends in a draw, the interface displays that the attacking object is performing a counter-action against the specific defensive object at the target position.

[0085] In some embodiments, the particular defensive object is the defensive object of the defensive team that will face the offensive object last in the matchup order.

[0086] In some embodiments, the offensive object and each defensive object of the defensive team have corresponding object types, and objects of different object types differ in at least one of a hitting behavior, an attacking behavior, and a countering behavior.

[0087] An embodiment of the present disclosure further provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, realizes a game processing method according to any embodiment of the present disclosure.

[0088] An embodiment of the present disclosure further provides a computer program product including a computer program or commands, which, when executed by a processor, implements a game processing method according to any of the disclosed embodiments.

[0089] The various embodiments in this specification are described step by step, and the same or similar parts between the embodiments may be mutually referred to, and each embodiment will be described focusing on the differences from other embodiments. In particular, the device and equipment embodiments are basically similar to the method embodiments, so the description will be relatively simple, and the relevant parts may be referred to the partial description of the method embodiments.

[0090] The above describes certain examples of the present specification. Other examples are within the scope of the following claims. In some cases, the actions or steps recited in the claims can be performed in a different order than the examples and still achieve desirable results. Also, processes depicted in the figures do not necessarily require the particular order shown or sequential order to achieve desirable results. Multitasking and parallel processing may also be possible or advantageous in certain embodiments.

[0091] Embodiments herein may be apparatus, methods, and / or computer program products, which may include a computer-readable storage medium having computer-readable program instructions uploaded thereon for causing a processor to implement various aspects of the embodiments herein.

[0092] A computer-readable storage medium may be a tangible device capable of retaining and storing commands used by a command execution device. A computer-readable storage medium may be, for example, but not limited to, an electrical storage device, a magnetic storage device, an optical storage device, an electromagnetic storage device, a semiconductor storage device, or any suitable combination thereof. More specific examples (not an exhaustive list) of computer-readable storage media include portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), static random access memory (SRAM), portable compact disk read-only memory (CD-ROM), digital versatile disk (DVD), memory stick, floppy disk, mechanical encoding devices such as punch cards or ridge structures in grooves with stored commands, and any suitable combination thereof. As used herein, a computer-readable storage medium should not be construed as a momentary signal itself, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through a waveguide or other transmission medium (e.g., light pulses through a fiber optic cable), or electrical signals transmitted through electrical wires.

[0093] The computer-readable program commands described herein may be downloaded from computer-readable storage media into various computing / processing devices or to an external computer or storage device via a network, such as the Internet, a local area network, a wide area network, and / or a wireless network. The network may include copper transmission cables, fiber optic transmissions, wireless transmissions, routers, firewalls, switches, gateway computers, and / or edge servers. A network adapter card or network interface within each computing / processing device receives the computer-readable program commands from the network and forwards the computer-readable program commands to a computer-readable storage medium within the respective computing / processing device for storage.

[0094] Computer program commands for carrying out the operations of embodiments herein may be assembly commands, instruction set architecture (ISA) commands, machine commands, machine-related commands, microcode, firmware commands, state setting data, or source code or first code written in any combination of one or more programming languages. Programming languages ​​include object-oriented programming languages ​​such as Smalltalk, C++, and traditional procedural programming languages ​​such as "C" and similar programming languages. The computer-readable program commands may execute entirely on the first user computer, partially on the first user computer, as a standalone software package, partially on the first user computer and partially on a remote computer, or entirely on a remote computer or server. When a remote computer is involved, the remote computer may be connected to the first user computer via any type of network, such as a local area network (LAN) or wide area network (WAN), or may be connected to an external computer (e.g., via the Internet using an Internet Service Provider). In some embodiments, the state information of the computer-readable program commands is used to customize an electronic circuit, such as a programmable logic circuit, a field programmable gate array (FPGA), or a programmable logic array (PLA), such that the electronic circuit can execute the computer-readable program commands to implement various aspects of the embodiments herein.

[0095] Various aspects of the embodiments herein will now be described with reference to flowcharts and / or block diagrams of methods, apparatus (devices), and computer program products according to the embodiments herein, and it should be understood that each block of the flowcharts and / or block diagrams, and each combination of blocks in the flowcharts and / or block diagrams, can be implemented by computer-readable program commands.

[0096] These computer-readable program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, or other programmable data processing apparatus to produce a machine such that, when executed by the processor of the computer or other programmable data processing apparatus, the instructions produce an apparatus that implements the functions / acts specified in one or more blocks in the flowcharts and / or block diagrams. These computer-readable program commands can also be stored on a computer-readable storage medium, and the commands cause the computer, programmable data processing apparatus, and / or other device to operate in a particular manner, such that a computer-readable medium storing commands can include an article of manufacture containing commands for implementing various aspects of the functions / acts specified in one or more blocks in the flowcharts and / or block diagrams.

[0097] Computer-readable program instructions may be loaded into a computer, other programmable data processing apparatus, or other device and a series of operational steps executed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, such that the commands executed on the computer, other programmable data processing apparatus, or other device implement the functions / acts specified in one or more blocks in the flowcharts and / or block diagrams.

[0098] The flowcharts and block diagrams in the figures illustrate possible system architectures, functions, and operations of systems, methods, and computer program products according to various embodiments of the present disclosure. In this regard, each block in a flowchart or block diagram may represent a module, program segment, or part of a command, which includes one or more executable commands for implementing a specified logical function. In some alternative implementations, the functions described in the blocks may occur in a different order than that described in the figures. For example, two consecutive blocks may actually be executed substantially in parallel, or may be executed in reverse order depending on the functionality involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, may be implemented by a dedicated hardware-based system that performs the specified function or operation, or by a combination of dedicated hardware and computer commands. It is well known to those skilled in the art that hardware implementations, software implementations, and combinations of software and hardware implementations are all equivalent.

[0099] Although the embodiments of the present specification have been described above, the above description is illustrative and not exhaustive, and is not limited to the disclosed embodiments. Many modifications and variations will be apparent to those skilled in the art without departing from the scope of the described embodiments. The terms used in this specification are selected to best interpret the principles, practical applications, or improvements in technology in the marketplace of each embodiment, or to enable those skilled in the art to understand each embodiment disclosed in this specification.

Claims

1. A storage medium storing a game program, The game program causes a processor to: In response to an attack target designated by a player, a process of displaying on an interface that an attack object of the player moves to a target position where the attack target is located; a process of determining a defensive team consisting of a plurality of target defensive objects that will compete against the attacking object based on the battle attributes of each of the plurality of defensive objects at the target position and the attacking object and the battle order of each of the plurality of defensive objects and the attacking object, and determining a first battle result between the attacking object and the entire defensive team and a second battle result between each of the target defensive objects that are part of the defensive team and the attacking object; and executing a process of displaying, on an interface, a first match mark corresponding to the first match result and a second match mark corresponding to a part of the second match result; A storage medium storing a game program in which the second battle mark displays a portion of the second battle result including at least the object characteristics of the corresponding target defensive object, and the first battle mark displays the first battle result including at least the object characteristics of the attacking object.

2. 2. A storage medium storing a game program as described in claim 1, wherein the content displayed on the interface includes a battle action between the attacking object and a specific defensive object in the defensive team, the battle action being determined based on the first battle result, or the battle action being determined based on the second battle result between the attacking object and the specific defensive object, wherein the specific defensive object is one target defensive object in the defensive team.

3. the first match mark corresponds to a first display area of ​​the interface, the second match mark corresponds to a second display area of ​​the interface, the first display area and the second display area have a first association relationship established, and the first display area and the second display area have a second association relationship established with the target position; The game program causes a processor to: A storage medium storing a game program according to claim 1, further comprising a process for setting the occupancy range of the second display area to a set range or less when the number of objects of the defensive team is set to a set number or less.

4. The game program causes a processor to: If the defensive team defeats the offensive object, displaying on the interface that a specific defensive object is performing a first offensive action against the offensive object at the target location; or If the offensive object defeats the defensive team, displaying on an interface that the offensive object is performing a second offensive action against the particular defensive object at the target location; or A storage medium storing a game program as described in claim 1, further comprising a process for displaying on an interface that the attacking object is performing a counter-action against the specific defensive object at the target position when the match between the attacking object and the target defensive object ends in a draw.

5. 5. A storage medium storing a game program according to claim 2 or 4, wherein the specific defensive object is a target defensive object of the defensive team that will play against the attacking object last in the battle order.

6. A storage medium storing a game program according to claim 4, wherein the attacking object and each target defensive object of the defensive team have corresponding object types, and objects of different object types differ in at least one of a hitting action, an attacking action, and a counter action.

7. A game processing method, The game processing method includes: In response to an attack target designated by a player, a process of displaying on an interface that an attack object of the player moves to a target position where the attack target is located; a process of determining a defensive team consisting of a plurality of target defensive objects that will compete against the attacking object based on the battle attributes of each of the plurality of defensive objects at the target position and the attacking object and the battle order of each of the plurality of defensive objects and the attacking object, and determining a first battle result between the attacking object and the entire defensive team and a second battle result between each of the target defensive objects that are part of the defensive team and the attacking object; and executing a process of displaying, on an interface, a first match mark corresponding to the first match result and a second match mark corresponding to a part of the second match result; A game processing method in which the second battle mark displays a portion of the second battle result including at least the object characteristics of the corresponding target defensive object, and the first battle mark displays the first battle result including at least the object characteristics of the attacking object.

8. A gaming system including a processor, The processor: In response to an attack target designated by a player, a process of displaying on an interface that an attack object of the player moves to a target position where the attack target is located; a process of determining a defensive team consisting of a plurality of target defensive objects that will compete against the attacking object based on the battle attributes of each of the plurality of defensive objects at the target position and the attacking object and the battle order of each of the plurality of defensive objects and the attacking object, and determining a first battle result between the attacking object and the entire defensive team and a second battle result between each of the target defensive objects that are part of the defensive team and the attacking object; a process of displaying a first match mark corresponding to the first match result and a second match mark corresponding to a part of the second match result on an interface; A game system in which the second battle mark displays a portion of the second battle result including at least the object characteristics of the corresponding target defensive object, and the first battle mark displays the first battle result including at least the object characteristics of the attacking object.

9. A computer program including a game program, The game program causes a processor to: In response to an attack target designated by a player, a process of displaying on an interface that an attack object of the player moves to a target position where the attack target is located; a process of determining a defensive team consisting of a plurality of target defensive objects that will compete against the attacking object based on the battle attributes of each of the plurality of defensive objects at the target position and the attacking object and the battle order of each of the plurality of defensive objects and the attacking object, and determining a first battle result between the attacking object and the entire defensive team and a second battle result between each of the target defensive objects that are part of the defensive team and the attacking object; and executing a process of displaying, on an interface, a first match mark corresponding to the first match result and a second match mark corresponding to a part of the second match result; A computer program in which the second battle mark displays a portion of the second battle result including at least the object characteristics of the corresponding target defensive object, and the first battle mark displays the first battle result including at least the object characteristics of the attacking object.

Citation Information

Patent Citations

  • Character indication method, recording medium and game device

    JP2002119762A

  • Game system, game method, game program, and game server

    JP2022188709A

  • Program and information processing system

    JP2024146201A