Game program, recording medium, and game processing method

The game program introduces advantageous effects and cooldown time reduction based on enemy defeats, enhancing gameplay fun and strategy by enabling more frequent skill usage.

JP7818396B2Active Publication Date: 2026-02-20KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2021208195
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-22
Publication Date
2026-02-20
Estimated Expiration
2041-12-22

AI Technical Summary

Technical Problem

Existing games lack engaging mechanics for generating special effects during battles, leading to a lack of fun and strategic depth.

Method used

A game program that generates advantageous effects related to battle time when a player character defeats an enemy, with the degree of effect varying based on the number of enemies defeated, including cooldown time reduction for skills.

Benefits of technology

Enhances gameplay fun and strategic elements by allowing players to use skills more frequently and efficiently, increasing tactical depth and enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game program capable of increasing interest, a recording medium and a game processing method.SOLUTION: A game program makes an information processing device 3 function as an advantageous effect generation processing unit 27 for generating an advantageous effect related to a time during a battle if a player character 17 operated by a player beats down an enemy character by an attack, and an advantageous effect variation processing unit 29 for varying the degree of the advantageous effect on the basis of the number of enemy characters beaten down by an attack at a time.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present invention relates to a game program, a recording medium on which the game program is recorded, and a game processing method. [Background technology]

[0002] Conventionally, games in which a player object is made to perform actions have been known. For example, Patent Document 1 describes a game system in which a player object is made to perform a plurality of actions in a predetermined order, and a special effect occurs in the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-68827 Summary of the Invention [Problem to be solved by the invention]

[0004] There was a problem in that simply generating a special effect when a predetermined condition was met was not very interesting.

[0005] The present invention has been made in view of the above problems, and has as its object to provide a game program, a recording medium, and a game processing method that can increase the fun of the game. [Means for solving the problem]

[0006] In order to achieve the above object, the game program of the present invention causes an information processing device to function as an advantageous effect generation processing unit that generates an advantageous effect related to the time during battle when a player object controlled by a player defeats an enemy object by attacking, and an advantageous effect variation processing unit that varies the degree of the advantageous effect based on the number of enemy objects defeated by one attack.

[0007] In order to achieve the above object, a recording medium according to the present invention is a recording medium that stores the above game program and is readable by an information processing device.

[0008] Furthermore, in order to achieve the above-mentioned object, the game processing method of the present invention is a game processing method executed by an information processing device, and includes the steps of: generating an advantageous effect related to time during battle when a player object operated by a player defeats an enemy object by attacking; and varying the degree of the advantageous effect based on the number of enemy objects defeated by one attack. [Effects of the Invention]

[0009] The game program etc. of the present invention can increase the fun factor. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a diagram illustrating an example of the overall configuration of a game system according to an embodiment. [Figure 2] FIG. 10 is a diagram illustrating an example of a battle screen of the game. [Figure 3] FIG. 2 is a block diagram illustrating an example of a functional configuration of an information processing device. [Figure 4] 10 is a diagram showing an example of setting an advantageous enemy character by an advantageous object setting processing unit. FIG. [Figure 5] 10 is a diagram showing another example of setting an advantageous enemy character by the advantageous object setting processing unit. FIG. [Figure 6] 10 is a diagram showing an example of how the advantageous effect variation processing unit varies the degree of advantageous effect. FIG. [Figure 7] 10 is a diagram illustrating an example of a gauge displayed on a game screen by a gauge display processing unit. FIG. [Figure 8] FIG. 10 is an enlarged view of the skill display section of the game screen. [Figure 9] 10 is a diagram showing an example of a preview display by a preview display processing unit. FIG. [Figure 10] FIG. 10 is a diagram illustrating an example of an equipment selection screen displayed by an equipment selection processing unit. [Figure 11] FIG. 4 is a diagram illustrating an example of a map screen displayed by a map display processing unit. [Figure 12] 10 is a flowchart illustrating an example of a processing procedure executed by an information processing device. [Figure 13] FIG. 10 is a diagram showing an example of a map screen displayed by a map display processing unit in a modified example in which advantageous enemy characters are identifiable on the map. [Figure 14] FIG. 10 is a diagram showing an example of a map screen displayed by a map display processing unit in a modified example in which types of enemy characters are displayed on the map. [Figure 15] FIG. 10 is a diagram showing an example of a map screen displayed by a map display processing unit in a modified example in which, when an advantageous enemy character is defeated, other enemy characters to which the attack is advantageous are identifiable on the map. [Figure 16] FIG. 10 is a diagram showing an example of a gauge displayed by a gauge display processing unit in a modified example in which the cooldown time reduction effect is displayed by a gauge in an identifiable manner. [Figure 17] FIG. 10 is a diagram showing an example of the setting of the number of arrows on a gauge in a modified example in which the cooldown reduction effect is displayed in a distinguishable manner using a gauge. [Figure 18] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0012] <1. Overall structure of the game system> An example of the overall configuration of a game system 1 according to an embodiment will be described with reference to Fig. 1. As shown in Fig. 1, the game system 1 includes an information processing device 3, a game controller 5, and a display device 7. The game controller 5 and the display device 7 are connected to the information processing device 3 so as to be able to communicate with each other via wire or wirelessly.

[0013] The information processing device 3 is, for example, a stationary game console. However, it is not limited to this and may be, for example, a portable game console that is integrated with an input unit, a display unit, etc. In addition to game consoles, it may also be, for example, computer equipment such as a server computer, desktop computer, notebook computer, or tablet computer, or equipment with telephone functions such as a smartphone, mobile phone, or phablet.

[0014] A player performs various operation inputs using a game controller 5. In the example shown in Fig. 1, the game controller 5 has, for example, a cross key 9, a plurality of operation buttons 11, a joystick 13, a touchpad 15, a right button R, a left button L, and the like.

[0015] <2. Game Overview> Next, an example of the outline of the game according to this embodiment, that is, the game provided by the information processing device 3 executing the game program and game processing method of the present invention, will be described.

[0016] The game according to this embodiment is a so-called action role-playing game in which a storyline progresses as friendly characters and enemy characters engage in battle, and during battle the player controls the player character in real time to perform actions. The types of characters appearing in the game are not particularly limited, but are typically human male or female characters. Note that game characters may also be animal characters, virtual biological characters, robots, objects, or other characters.

[0017] FIG. 2 shows an example of a battle screen of the game. As shown in FIG. 2, a battle is carried out between ally characters (shown in white) and enemy characters (shown in hatched) on a game field GF. The ally characters include a player character 17 (an example of a player object) operated by the player. The enemy characters include, for example, an enemy general 19 (an example of an enemy object) and an enemy soldier 21 (an example of an enemy object). A battle takes place directly on the game field GF when the player character 17 encounters an enemy character. The player character 17 moves in real time in conjunction with the player's operation, moving on the game field GF to attack the enemy character, etc. The enemy character is automatically controlled by a predetermined algorithm (so-called game AI) defined by the game program, and moves on the game field GF to attack the ally characters, etc.

[0018] Note that the ally characters may include non-player characters that are automatically controlled by a predetermined algorithm defined by the game program. In this case, the player may be able to switch between multiple ally characters to control the player character.

[0019] A map screen 23 showing the topography of the game field GF is displayed around the battle screen. The player can refer to the map screen 23 and proceed with the battle while checking the current positions of friendly and enemy characters. The map screen 23 may always be displayed superimposed on the game field GF, or may normally display only the game field GF and be displayed only when a predetermined operational input is made by the player. Furthermore, when a predetermined operational input is made by the player, the game field GF may be switched to a full-screen display of the map screen 23.

[0020] In the game according to this embodiment, when the player character 17 defeats a predetermined enemy character by attacking, an advantageous effect relating to the time during the battle is generated according to the number of enemy characters defeated in one attack. This will be explained in detail below.

[0021] <3. Functional configuration of information processing device> Next, an example of the functional configuration of the information processing device 3 will be described with reference to FIG. 3 and FIGS.

[0022] As shown in Figure 3, the information processing device 3 has an advantageous object setting processing unit 25, an advantageous effect generation processing unit 27, an advantageous effect change processing unit 29, a gauge display processing unit 31, a preview display processing unit 33, an equipment selection processing unit 35, and a map display processing unit 36.

[0023] The advantageous object setting processing unit 25 sets, for each type of attack, a type of advantageous enemy character that can inflict greater damage than normal damage. "Types of attacks" include, for example, types of skills, weapons, items, etc. that the player character 17 uses in attacks. "Types of enemy characters" include a wide variety of types, such as the enemy character's attributes, types of equipment and skills, types of creatures, and types of other status (for example, parameters such as level, stamina value, attack power, defense power, and special effects).

[0024] 4 and 5 show examples of advantageous enemy character settings by the advantageous object setting processing unit 25. FIG. 4 is an example in which an advantageous enemy character's military branch (type of soldier) is set for each type of skill, for example. In the example shown in FIG. 4, for example, skill A has a special effect that can inflict greater damage than normal on archers, skill B on spearmen, skill C on cavalry, and skill D on musketeers. FIG. 5 is an example in which an advantageous enemy character's military branch is set for each type of weapon, for example. In the example shown in FIG. 5, for example, spears have a special effect on cavalry, swords on archers, and bows on spearmen. Note that advantageous enemy characters may be set not only as a single type, but also as a plurality of types.

[0025] Returning to Fig. 3, the advantageous effect generation processing unit 27 generates an advantageous effect related to the time during battle when the player character 17 operated by the player defeats an enemy character through an attack. An "advantageous effect related to the time during battle" is, for example, an effect that shortens the time required before an attack that has been performed once can be performed again (hereinafter also referred to as "cool time" as appropriate). When the player character 17 defeats an advantageous enemy character set by the advantageous object setting processing unit 25 through an attack, the advantageous effect generation processing unit 27 generates an effect that shortens the cool time.

[0026] Note that the "advantageous effect related to time during battle" is not limited to the shortening of the cooldown time mentioned above. For example, it may be an effect that shortens the time required to activate a skill or technique (such as casting a spell), or an extension of a time limit imposed on a mission, etc.

[0027] The advantageous effect variation processing unit 29 varies the degree of the advantageous effect generated by the advantageous effect generation processing unit 27 based on the number of enemy characters defeated by one attack. For example, the advantageous effect variation processing unit 29 varies the degree of reduction in cooldown time based on the number of enemy characters defeated by one attack.

[0028] FIG. 6 shows an example of how the advantageous effect variation processing unit 29 varies the degree of advantageous effect. In the example shown in FIG. 6, the cooldown time is reduced by, for example, -5% for each enemy character defeated. That is, the reduction rate is increased by -5%, -10%, -15%, and so on as the number of enemy characters defeated increases. The upper limit of the reduction rate is set to, for example, -80%. That is, if 16 or more enemy characters are defeated, the cooldown time reduction rate is fixed at -80% regardless of the number of enemy characters defeated. For example, for a skill with a cooldown time of 20 seconds, the cooldown time is reduced by 1 second for each enemy character of the advantageous military branch defeated with that skill, up to a maximum of 4 seconds. The reduction rate of 5% and the upper limit of 80% can be changed as external parameters, making it easy to adjust the game balance.

[0029] 3, the gauge display processing unit 31 displays the cooldown time as the time it takes for the gauge to recover from empty to full. The type of gauge is not particularly limited, and various types can be applied, such as a bar gauge, a circular gauge, a container gauge, a scale gauge, etc.

[0030] 7 and 8 show an example of a gauge displayed by the gauge display processing unit 31. FIG. 8 is an enlarged view of the skill display section extracted from the game screen of FIG. 7. In the example shown in FIGS. 7 and 8, the player character 17 can be equipped with, for example, four skills, and in this example, the player character 17 is equipped with skill A, skill B, skill C, and skill D. For example, when the right button R of the game controller is operated, a skill display section 37 is displayed on the game screen as shown in FIG. 7. In the skill display section 37, four skills are arranged above, below, left, and right of the R button display 39. For example, skill A is arranged on the top side, skill C on the left side, skill D on the right side, and skill B on the bottom side, along with icons 40A to 40D representing the type of each skill. Then, for example, when the operation button 11 or the up, down, left, or right side of the cross key 9 is operated, the skill in the corresponding direction is activated.

[0031] Once a skill is activated, it cannot be activated again until a predetermined cooldown period set for each skill has elapsed. The cooldown period for each skill is displayed by the gauge display processing unit 31 as the time it takes for the gauge to recover from empty to full. As shown in FIG. 8, for example, the cooldown period for skill A is displayed by gauge 41, the cooldown period for skill C by gauge 43, the cooldown period for skill D by gauge 45, and the cooldown period for skill B by gauge 47. If an operation is performed before the gauge is full, the skill will not be activated, but if an operation is performed after the gauge is full, the skill will be activated.

[0032] When the cooldown time is shortened by the advantageous effect variation processing unit 29, the gauge display processing unit 31 increases the recovery speed of the gauge according to the degree of shortening. For example, as described above, when 16 or more enemy characters of the advantageous military branch are defeated with a skill with a cooldown time of 20 seconds, the cooldown time is shortened to 4 seconds, and in this case the recovery speed of the gauge becomes 5 times faster.

[0033] 3, before the start of a battle between the player character 17 and an enemy character, the preview display processing unit 33 displays a preview of at least some of the types of enemy characters that are scheduled to appear in the battle. The preview display is performed, for example, on a preparation screen or an information screen before the start of a battle stage.

[0034] FIG. 9 shows an example of a preview display by the preview display processing unit 33. FIG. 9 shows an example of a battle preparation screen displayed before the start of a battle. The battle preparation screen displays, for example, victory conditions 49, a map screen 23 showing the topography of the battlefield, a main enemy military branch 51, an "Equipment Selection" button 57, and a "Battle Start" button 52. The victory condition is, for example, defeating enemy character Z. The map screen 23 displays the position of enemy character Z and the position of the player character 17. The main enemy military branch 51 displays the type of main enemy character scheduled to appear in the battle. In the example shown in FIG. 9, for example, an icon 53 representing an archer and an icon 55 representing a gunner are displayed. Note that information other than the above may also be displayed on the battle preparation screen.

[0035] Returning to FIG. 3, the equipment selection processing unit 35 accepts the selection of attack means to be equipped by the player character 17 before the start of a battle. The "attack means" may be anything that can be equipped by the player character 17 to attack an enemy character, such as a skill, weapon, or item. Note that it may also include special effects that can be imparted to items (for example, enchantment effects, attribute effects, skills, etc., which have been turned into items), characters (including character cards) that can form a party or play cooperatively, and the like. The selection of the attack means is made, for example, on a preparation screen or information screen before the start of a battle stage.

[0036] FIG. 10 shows an example of an equipment selection screen displayed by the equipment selection processing unit 35. The equipment selection screen shown in FIG. 10 is displayed, for example, when the "Equipment Selection" button 57 is operated on the battle preparation screen of FIG. 9. As shown in FIG. 10, the equipment selection screen displays, for example, a status display section 59 of the player character 17, an equipment selection section 61, a possessed skill list display section 63, a details display section 65, and the like. The status display section 59 displays, for example, the character name, face image, and various status information (e.g., stamina, attack, defense, etc.) of the player character 17. The equipment selection section 61 allows the player character 17 to select a skill to be equipped with. For example, by positioning the cursor 67 at any position above, below, left, or right, and operating a check box 69 in the possessed skill list display section 63 to select one of the skills, four skills can be equipped at any position above, below, left, or right. The details display section 65 displays detailed content of the selected skill. Note that information other than the above may also be displayed on the equipment selection screen.

[0037] As described above, by referring to the battle preparation screen, the player can grasp the types of enemy characters that will appear in battle before the battle begins. Then, using the equipment selection screen, the player can select and equip the player character 17 with skills and the like that will be advantageous against the enemy characters that will appear. This allows the player to proceed with the battle with an advantage.

[0038] Returning to FIG. 3, during a battle between the player character 17 and an enemy character, the map display processing unit 36 ​​displays the current positions of the player character 17 and the enemy character on the map screen 23 that shows the topography of the battlefield.

[0039] Fig. 11 shows an example of a map screen displayed by the map display processing unit 36. As shown in Fig. 11, the map screen 23 displays an icon 71 indicating the current location of an allied general (including the player character 17), an icon 73 indicating the current location of an allied soldier, an icon 75 indicating the current location of an enemy general, and an icon 77 indicating the current location of an enemy soldier. Note that an arrow 79, for example, is displayed on the icon 71 of the player character 17, making it possible to identify it as a player character.

[0040] The processing in each processing unit described above is not limited to these examples of division of processing, and may be performed by a smaller number of processing units (for example, one processing unit), or by further subdivided processing units. The functions of each processing unit described above are implemented by a game program executed by CPU 101 (see FIG. 18 described below), but some of them may be implemented by actual devices such as dedicated integrated circuits such as ASICs and FPGAs, or other electrical circuits.

[0041] <4. Processing procedure executed by the information processing device> Next, an example of a processing procedure executed by the information processing device 3 will be described with reference to Fig. 12. Note that the setting of an enemy character advantageous to each attack (setting of an advantageous military branch) is set in advance by the advantageous object setting processing unit 25 described above.

[0042] In step S10, the information processing device 3 causes the advance notice display processing unit 33 to display a battle preparation screen, and advance notice of at least some of the types of enemy characters that will appear in the battle.

[0043] In step S20, the information processing device 3 causes the equipment selection processing unit 35 to display an equipment selection screen and accepts an input from the player to select equipment (skills, etc.) for the player character 17.

[0044] In step S30, the information processing device 3 determines whether or not battle preparations have been completed. Specifically, it determines whether or not the "Start Battle" button 52 has been operated on the battle preparation screen. If the "Start Battle" button 52 has not been operated, it determines that battle preparations have not been completed (step S30: NO), and returns to the previous step S10. On the other hand, if the "Start Battle" button 52 has been operated, it determines that battle preparations have been completed (step S30: YES), and proceeds to the next step S40.

[0045] In step S40, the information processing device 3 displays a battle screen including the map screen 23, and executes a battle between ally characters and enemy characters. Specifically, the player character 17 acts in real time in response to operations by the player, moving on the game field GF and attacking enemy characters, etc. The ally characters and enemy characters other than the player character 17 are automatically controlled by a predetermined algorithm defined by the game program, moving on the game field GF and attacking opponent characters, etc.

[0046] In step S50, the information processing device 3 determines whether or not the player character 17 operated by the player has defeated an advantageous enemy character through an attack using the advantageous effect generation processing unit 27. If the advantageous enemy character has been defeated (step S50: YES), the process proceeds to the next step S60. On the other hand, if the advantageous enemy character has not been defeated (step S50: NO), the process proceeds to step S70, which will be described later.

[0047] In step S60, the information processing device 3 causes the advantageous effect generation processing unit 27 and the advantageous effect change processing unit 29 to shorten the cooldown time at a rate according to the number of enemy characters defeated by one attack. This makes it possible to execute the same attack that defeated an enemy character again in a shorter time.

[0048] In step S70, the information processing device 3 determines whether to end the battle. For example, if either the victory condition or the defeat condition is met, the battle ends, and if not met, the battle continues. If the battle continues (step S70: NO), the process returns to the above-mentioned step S40 and repeats the same steps. On the other hand, if the battle ends (step S70: YES), the process ends this flow.

[0049] The above-described processing procedure is an example, and at least some of the procedures may be deleted or changed, or other procedures may be added. Furthermore, the order of at least some of the procedures may be changed, or multiple procedures may be combined into a single procedure or executed in parallel.

[0050] <5. Effects of the embodiment> As described above, the game program of this embodiment causes the information processing device 3 to function as an advantageous effect generation processing unit 27 that generates an advantageous effect related to the time during battle when the player character 17 operated by the player defeats an enemy character by attacking, and an advantageous effect change processing unit 29 that changes the degree of the advantageous effect based on the number of enemy characters defeated by one attack.

[0051] In this embodiment, when the player character 17 defeats an enemy character through an attack, an advantageous effect related to time during the battle is generated, and the degree of the effect is varied based on the number of enemy characters defeated in one attack. As a result, the more enemy characters defeated in one attack, the more advantageous the battle becomes in terms of time, so it is possible to add tactical elements to the battle, such as selecting weapons and skills that can efficiently defeat enemies, or moving to a location where there are enemies that will be advantageous to the equipped weapons and skills. This can therefore increase the fun of the game.

[0052] In addition, in this embodiment, the advantageous effect generation processing unit 27 may generate an effect that shortens the cooldown time until the same attack as the attack that defeated an enemy character can be executed again, and in that case, the advantageous effect variation processing unit 29 may vary the degree of shortening of the cooldown time based on the number of enemy characters defeated by one attack.

[0053] In this embodiment, once an attack is executed, the same attack cannot be executed until a cooldown period has elapsed. When the player character 17 defeats an enemy character with an attack, an effect is generated in which the cooldown period until the same attack as the attack that defeated the enemy can be executed is shortened. In this case, the more enemy characters are defeated with one attack, the greater the degree to which the cooldown period is shortened, making it possible to use the same attack sooner. This makes it possible to add tactical elements to battles, thereby increasing the fun of the game.

[0054] In addition, in this embodiment, the game program may cause the information processing device 3 to further function as an advantageous object setting processing unit 25 that sets, for each type of attack, a type of advantageous enemy character (for example, an enemy of an advantageous military branch) that can inflict greater damage than normal damage, and in that case, the advantageous effect generation processing unit 27 may generate an effect that shortens the cooldown time when the player character 17 defeats an advantageous enemy character by attack.

[0055] In this embodiment, for each type of attack, a type of advantageous enemy character that can inflict greater damage than normal damage is set. When the player character 17 defeats an advantageous enemy character with an attack, an effect is generated that shortens the cooldown time until the same attack as the attack that defeated the enemy character can be executed. In this way, in addition to being able to defeat a large number of enemy characters by inflicting great damage on advantageous enemy characters, an additional effect of shortening the cooldown time can be generated. This can increase the fun of the game.

[0056] In addition, in this embodiment, the game program may cause the information processing device 3 to further function as a preview display processing unit 33 that displays a preview of at least some of the types of enemy characters that are scheduled to appear in a battle between the player character 17 and the enemy characters before the battle begins, and an equipment selection processing unit 35 that accepts the selection of attack means to be equipped by the player character 17 before the battle begins.

[0057] In this case, the player can know in advance the types of enemy characters that will appear in the battle before the battle begins, and can select weapons, skills, etc. that the player character 17 will be equipped with so that they will be advantageous against the enemy characters that will appear, thereby making it possible to advance the battle advantageously.

[0058] <6. Modifications, etc.> The present invention is not limited to the above-described embodiment, and various modifications are possible within the scope of the spirit and technical concept of the present invention.

[0059] (6-1. When you set the cooldown to 0) In the above embodiment, an upper limit is set for the reduction rate of the cooldown time, and the cooldown time can only be reduced by a maximum of -80%, but the cooldown time may be set to 0 in certain cases. For example, if a certain type of enemy character is among the enemy characters defeated by an attack, the cooldown time may be set to 0. The certain type of enemy character is, for example, an important enemy character such as a mission target, or a powerful enemy character (for example, an enemy general).

[0060] In this case, if the player character 17 defeats an important enemy character or a powerful enemy character through an attack, the cooldown time becomes 0, and the player can execute the same attack consecutively. This allows the player to be rewarded for defeating the enemy character. Also, since the player character 17 is likely to have received significant damage after defeating an important enemy character or a powerful enemy character, allowing consecutive attacks makes it possible to adjust the game balance.

[0061] In the above, the cooldown time is set to 0 when a predetermined type of enemy character is defeated, but it may be possible to set the cooldown time to 0 by, for example, removing the upper limit setting. For example, when 20 or more enemy characters are defeated, the cooldown time reduction rate may be set to 100% and the cooldown time may be set to 0.

[0062] (6-2. When displaying advantageous enemy characters on the map in an identifiable manner) For example, enemy characters to which the attacking means (skills, weapons, etc.) currently equipped by the player character 17 is advantageous may be identifiable and displayed on the map screen 23.

[0063] FIG. 13 shows an example of a map screen displayed by the map display processing unit 36 ​​(an example of a first map display processing unit) of this modified example. As shown in FIG. 13, the map screen 23 displays icons 81 indicating the current locations of enemy generals who are advantageously equipped with the attacking means (skills, weapons, etc.) currently equipped by the player character 17, and icons 83 indicating the current locations of enemy soldiers. For example, if the player character 17 is equipped with four skills, namely, Skill A, Skill B, Skill C, and Skill D, the map screen 23 displays the enemy characters of archers, spearmen, cavalrymen, and musketeers, which are advantageous military units for the player character 17, using the icons 81 and 83. Note that the icons 81 and 83 are distinguishable from the icons 75 and 77 of enemy characters that are not advantageous military units by, for example, using different colors. However, the icons may be distinguishable by other display modes, such as blinking, varying in size, adding characters or shapes (such as a star mark), etc.

[0064] According to this modification, during battle, the player can grasp the current location of an enemy character to which the skills equipped by the player character 17 are advantageous. By moving to that location and fighting, the player can gain an advantage in the battle due to the synergistic effect of increased damage and reduced cooldown time. This improves tactical aspects as well as convenience.

[0065] (6-3. Displaying enemy character types on the map) For example, in addition to the current location of the enemy character, the type of enemy character may also be displayed on the map screen 23 in an identifiable manner.

[0066] Fig. 14 shows an example of a map screen displayed by the map display processing unit 36 ​​of this modified example. As shown in Fig. 14, on the map screen 23, an icon representing the type of soldier is displayed next to each icon 77 indicating the current location of an enemy soldier. In the example shown in Fig. 14, icons representing the type of soldier are displayed, for example, an icon 85 representing a cavalryman, an icon 87 representing a spearman, an icon 89 representing a shield soldier, an icon 91 representing a swordsman, an icon 93 representing an archer, and an icon 95 representing a gunner. Note that an icon representing the type may also be displayed for enemy generals.

[0067] According to this modification, the player can ascertain the type of enemy character as well as the current location by referring to the map screen 23. As a result, by moving to the location of an enemy character where the skills currently equipped by the player character 17 are advantageous, the player can advance the battle more advantageously due to the synergistic effect of increased damage and reduced cooldown time.

[0068] In the above-described modified example, when the player character 17 defeats an enemy character (an enemy of an advantageous military branch) that is advantageous to attack, other enemy characters that are advantageous to attack may be displayed identifiably for a predetermined period of time. The "predetermined period of time" is not particularly limited, and may be, for example, a fixed period of time that is set in advance (10 seconds, etc.), or may be a period of time linked to the cool down time, for example, extended in inverse proportion to the degree of shortening of the cool down time.

[0069] Fig. 15 shows an example of a map screen displayed by the map display processing unit 36 ​​(an example of a second map display processing unit) of this modified example. Fig. 15 shows an example in which, for example, the player character 17 defeats an archer (an enemy with an advantageous military branch) using skill A, and the icon 77 of the other archer on the map screen 23 is displayed blinking for a predetermined period of time. Note that, in addition to blinking, other display modes such as changing the color, varying the size, or adding characters or shapes (such as a star mark) may also be used to make the icon identifiable.

[0070] According to this modification, when a player defeats an enemy character that is advantageous to attack during a battle, the player can grasp the current location of other enemy characters that are advantageous to attack. By moving to that location and fighting, the player can gain an advantage in the battle due to the synergistic effect of increased damage and reduced cooldown time. This improves both tactical aspects and convenience.

[0071] (6-4. When displaying the cooldown reduction effect on a gauge) For example, in the skill display unit 37 that displays the cooldown time with a gauge, the degree of reduction in the cooldown time may be displayed in a identifiable manner with the gauge.

[0072] FIG. 16 shows an example of a gauge displayed by the gauge display processing unit 31 of this modified example. As shown in FIG. 16, the skill display unit 37 displays a normal gauge when the cooldown time has not been shortened (for example, skill C). On the other hand, when an effect that shortens the cooldown time occurs, the gauge is displayed as arrows 97 extending in the recovery direction (for example, skill A, skill B, skill D). The number of arrows 97 increases according to the degree of shortening of the cooldown time (degree of increase in the gauge recovery speed).

[0073] Fig. 17 shows an example of how the number of arrows is set. In the example shown in Fig. 17, the number of arrows 97 is set to, for example, one when the cooldown reduction rate is in the range of -5% to -25%, two when it is in the range of -30% to -50%, and three when it is in the range of -55% to -80%. The correlation between the cooldown reduction rate and the number of defeated enemy characters is the same as in Fig. 6 described above. Note that the above setting of the number of arrows is just an example, and different setting methods may be used.

[0074] Simply increasing the recovery speed of the gauge may make it difficult for the player to feel the effect of shortening the cooldown time. Therefore, in this modified example, the gauge is displayed so that the effect of shortening the cooldown time can be easily identified. That is, when the cooldown time is shortened, the gauge is displayed with arrows 97, and by increasing the number of arrows 97 as the degree of shortening of the cooldown time increases (as the recovery speed of the gauge increases), it is possible to create a sense of speed, and the player can easily feel the effect of shortening the cooldown time.

[0075] (6-5. Other) In the above, the cooldown time reduction rate for each defeated enemy character is a fixed value (-5%), but it may be a variable value depending on, for example, the type of skill or attack activated, the type of player character 17, etc. In this case, the way in which the cooldown time is reduced can be set in detail depending on the type of attack or character, etc.

[0076] In the above, when the number of defeated enemy characters reaches 16 or more, the cooldown reduction rate reaches its upper limit (-80%), and the effect obtained remains unchanged even when 17 or more characters are defeated. However, it is also possible to carry over the effect by adding the number of characters over 16 to the count of the number of characters defeated in the next attack. In this case, it is possible to prevent the effect from going to waste when the number of defeated enemy characters exceeds the upper limit.

[0077] Also, for example, a predetermined bonus effect may be generated when the cooldown reduction effect resulting from defeating an advantageous enemy character occurs a predetermined number of times in succession, in which case the player can be rewarded for defeating advantageous enemy characters in succession.

[0078] Although the present invention has been described above as being applied to an action role-playing game, the genre of games to which the present invention can be applied is not limited to this. For example, the present invention can be applied to a wide variety of games, including simulation games, role-playing games, adventure games, action games, and fighting games.

[0079] Furthermore, in addition to what has already been described above, the methods according to the above-described embodiments and modifications may be appropriately combined and used. Although not specifically illustrated, the above-described embodiments and modifications may be implemented with various modifications within the scope of their spirit.

[0080] The problems and effects that the above-described embodiments and modifications are intended to solve are not limited to those described above. The embodiments and modifications may solve problems or achieve effects that are not described above, or may solve only some of the problems or achieve only some of the effects that are described.

[0081] <7. Hardware configuration of information processing device> Next, an example of a hardware configuration of the information processing device 3 that realizes each processing unit implemented by the program executed by the CPU 101 and the like described above will be described with reference to FIG.

[0082] 18, the information processing device 3 includes, for example, a CPU 101, a ROM 103, a RAM 105, a GPU 106, a dedicated integrated circuit 107 constructed for a specific application, such as an ASIC or an FPGA, an input device 113, an output device 115, a recording device 117, a drive 119, a connection port 121, and a communication device 123. These components are connected to each other via a bus 109, an input / output interface 111, etc., so that signals can be transmitted between them.

[0083] The game program can be recorded in, for example, the ROM 103, the RAM 105, or a recording device 117 such as a hard disk.

[0084] The game program may also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 125, such as a magnetic disk such as a flexible disk, various optical disks such as CDs, MO disks, and DVDs, or a semiconductor memory. Such recording medium 125 may also be provided as a so-called package software. In this case, the game program recorded on such recording medium 125 may be read by drive 119 and recorded on the recording device 117 via input / output interface 111, bus 109, etc.

[0085] The game program may also be stored, for example, on a download site, another computer, or another storage device (not shown). In this case, the game program is transferred via a network NW such as a LAN or the Internet, and the communication device 123 receives the program. The program received by the communication device 123 may then be recorded in the storage device 117 via the input / output interface 111, the bus 109, or the like.

[0086] The game program may also be recorded in, for example, an appropriate externally connected device 127. In this case, the game program may be transferred via an appropriate connection port 121 and recorded in the recording device 117 via the input / output interface 111, the bus 109, etc.

[0087] Then, the CPU 101 executes various processes in accordance with the programs recorded in the recording device 117, thereby realizing processes by the advantageous object setting processing unit 25, advantageous effect generation processing unit 27, advantageous effect variation processing unit 29, gauge display processing unit 31, advance notice display processing unit 33, equipment selection processing unit 35, map display processing unit 36, etc. In this case, the CPU 101 may, for example, directly read and execute the programs from the recording device 117, or may execute the programs after first loading them into the RAM 105. Furthermore, when the CPU 101 receives a program via the communication device 123, the drive 119, or the connection port 121, for example, the CPU 101 may directly execute the received program without recording it in the recording device 117.

[0088] Furthermore, the CPU 101 may perform various processes based on signals and information input from an input device 113, such as a microphone, mouse, keyboard, etc. (not shown), including the game controller 5 described above, as needed.

[0089] The GPU 106 performs processing for image display, such as rendering processing, in response to instructions from the CPU 101 .

[0090] Then, the CPU 101 and the GPU 106 output the results of the above processing from an output device 115, which may include, for example, the above-mentioned display device 7. Furthermore, the CPU 101 and the GPU 106 may transmit the processing results via the communication device 123 or the connection port 121, as necessary, or may record the results in the recording device 117 or the recording medium 125. [Explanation of symbols]

[0091] 1. Game System 3. Information processing equipment 5. Game Controllers 7 Display device 17 Player Character (Player Object) 19 Enemy Generals (Enemy Objects) 21 Enemy soldier (enemy object) 23 Map screen 25 Advantageous object setting processing section 27 Beneficial Effect Generation Processing Unit 29 Beneficial Effect Variation Processing Unit 31 Gauge display processing section 33 Pre-announcement display processing section 35 Equipment selection processing unit 36 map display processing unit (first map display processing unit, second map display processing unit) 37 Skill display section 125 Recording Media

Claims

1. An information processing device an advantageous effect generation processing unit that generates an advantageous effect related to time during battle when a player object operated by a player defeats an enemy object by attacking; an advantageous effect variation processing unit that varies the degree of the advantageous effect based on the number of enemy objects defeated by one attack; It functions as The advantageous effect generation processing unit: Generates an effect that shortens the time required to be able to execute an attack that has already been executed, or an effect that shortens the time required to activate a skill or technique, The advantageous effect change processing unit: The degree of reduction in the required time is varied based on the number of enemy objects defeated by one attack. Game program.

2. The information processing device, an advantageous object setting processing unit that sets, for each type of attack, a type of advantageous enemy object that can inflict greater damage than normal damage; It further functions as The advantageous effect generation processing unit: generating an effect of shortening the required time when the player object defeats the enemy object that is advantageous to the attack; The game program according to claim 1 .

3. The information processing device, a preview display processing unit that displays a preview of at least some of the types of enemy objects that will appear in a battle between the player object and the enemy object before the battle begins; an equipment selection processing unit that accepts a selection of an attack means to be equipped by the player object before the battle begins; 3. The game program according to claim 2, further functioning as:

4. The advantageous effect change processing unit: If the enemy objects defeated by the attack include a predetermined type of object, the required time is set to 0. The game program according to claim 3 .

5. The information processing device, a first map display processing unit that displays current positions of the player object and the enemy object on a map screen that represents a topography of a battlefield during a battle between the player object and the enemy object; It further functions as The first map display processing unit the enemy object to which the attack means equipped by the player object is advantageous is identifiable; 5. The game program according to claim 3 or 4.

6. The information processing device, a second map display processing unit that displays current positions of the player object and the enemy object on a map screen that represents the topography of a battlefield during a battle between the player object and the enemy object; It further functions as The second map display processing unit When the player object defeats the enemy object that is advantageous to the attack, the other enemy objects that are advantageous to the attack are displayed in an identifiable manner for a predetermined period of time.

5. The game program according to claim 3 or 4.

7. The information processing device, a gauge display processing unit that displays the required time until an attack that has been once executed can be executed again as the time it takes for a gauge to recover from empty to full; It further functions as The gauge display processing unit When an effect of shortening the time required to re-execute an attack that has been executed once is achieved, the gauge is displayed so that the degree of shortening of the time required to re-execute an attack that has been executed once can be identified.

7. The game program according to claim 3.

8. 8. A recording medium readable by an information processing device, on which the game program according to claim 1 is recorded.

9. A game processing method executed by an information processing device, comprising: a step of generating an advantageous effect relating to time during battle when a player object operated by a player defeats an enemy object by attacking; a step of varying the degree of the advantageous effect based on the number of enemy objects defeated by one attack; and The step of generating the beneficial effect comprises: Generates an effect that shortens the time required to be able to execute an attack that has already been executed, or an effect that shortens the time required to activate a skill or technique, The varying step includes: The degree of reduction in the required time is varied based on the number of enemy objects defeated by one attack. Game processing method.

Citation Information

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