Storage medium storing game program, game processing method, game system, and computer program product
The game program and system address the turn-based advantage disparity by enabling simultaneous player actions, improving gameplay experience and strategic depth through concurrent character actions and attribute management.
Patent Information
- Application Number
- JP2025133647
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2025-04-18
- Filing Date
- 2025-08-08
- Publication Date
- 2026-03-06
- Estimated Expiration
- 2045-08-08
AI Technical Summary
In turn-based action games, the first player has an inherent advantage, leading to a poor gaming experience for the second player.
A game program and system that enables simultaneous actions by both players in a turn-based combat, with virtual characters performing their actions concurrently, adjusting postures and intensities based on their configurations, and attributing upper limit values to enhance visual and strategic gameplay.
This approach reduces processing load and improves player experience by eliminating turn-based disparities, enhancing visual effects, and increasing strategic depth through simultaneous actions and attribute management.
Smart Images

Figure 0007825322000001_ABST
Abstract
Description
[Technical Field]
[0001] This disclosure claims priority to a Chinese patent application bearing application number 202510498447.4, 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 processing turn-based combat action games. [Background technology]
[0003] Conventionally, a turn-based action game has been disclosed in which each player plays first and then second.
[0004] However, in the turn-based battle process, the advantage of the first player is obvious, and the game experience of the second player is poor. 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 for a turn-based battle in which both players make moves simultaneously. [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: determining that a first virtual character of a first object will perform a first action in a first action turn of a target game, which is a game between a first object and a second object, in accordance with the configuration of the first object for the target game; and displaying, in response to the start of the first action turn, that the first virtual character and a second virtual character of the second object, who have entered the first action turn, are simultaneously performing their respective actions; wherein the first virtual character performs the first action in the first action turn, and the second virtual character performs a second action in the first action turn.
[0008] According to the above, after the first action of the first virtual character in the first action turn is pre-configured in the first object, the first virtual character can perform the first action at the same time as the second virtual character performs the second action, thereby realizing the first virtual character and the second virtual character to attack simultaneously in a turn-based combat action game, effectively avoiding the difference between the first and second moves in a turn-based game, effectively improving the player's game experience, and reducing the processing load on the computer.
[0009] (Second configuration) In a second configuration, based on the above first configuration, if the configuration of the first virtual character for the first action turn is superior to the configuration of the second virtual character for the first action turn, the first virtual character may be in a superior posture and the second virtual character may be in an inferior posture.
[0010] According to the above, if the configuration of the first virtual character is excellent, it can be presented that the first virtual character is fighting the second virtual character in an advantageous posture, so that during the battle, the virtual characters will fight in different postures according to their own configurations, further enhancing the variety and visual effects of the game screen.
[0011] (Third configuration) In a third configuration, based on the above first or second configuration, the first action is configured to have a first action intensity, and the second action is set to have a second action intensity, and the game program may further cause the processor to execute a process of displaying, if the first action intensity exceeds the second action intensity, that the first virtual character will assume an attack stance in the first action turn and that the second virtual character will assume a hit stance in the first action turn, or a process of displaying, if the first action intensity is equal to the second action intensity, that the first virtual character and the second virtual character will assume balanced opposing stances in the first action turn, or a process of displaying, if the second action intensity exceeds the first action intensity, that the second virtual character will assume an attack stance in the first action turn and that the first virtual character will assume a hit stance in the first action turn.
[0012] According to the above, if the first action of the first virtual character is stronger than the second action of the second virtual character, the first virtual character can be presented with a movement posture in which it defeats the second virtual character; if the first action of the first virtual character is weaker than the second action of the second virtual character, the first virtual character can be presented with a movement posture in which it defeats the second virtual character; and if the strengths of the first action of the first virtual character and the second action of the second virtual character are equal, the first virtual character and the second virtual character can be presented with movement postures that are antagonistic to each other, which can effectively improve the visual effects of the game.
[0013] (4th configuration) In a fourth configuration, based on the above first to third configurations, a set attribute of the first virtual character in the target game has an upper limit value, and the upper limit value is converted based on an attribute value held by the first virtual character in another game scene, where the other game scene may be a game scene different from the target game.
[0014] According to the above, the set attribute of a virtual character can be restricted to have an upper limit value, and when the virtual character consumes a certain amount of the attribute, the virtual character can be considered to have been defeated. This makes it possible to present to the player that the attribute of the virtual character is gradually fluctuating downward from the upper limit value during a battle, thereby improving the visual effects of the game.
[0015] (5th configuration) In a fifth configuration, based on the above first to fourth configurations, the upper limit value is converted based on the attribute values of at least two types of attributes held by the first virtual character in another game scene, wherein each of the at least two types of attributes corresponds to a conversion ratio of the set attribute, and the conversion ratio may be associated with the degree of association between the attribute and the set attribute.
[0016] Based on the above, the upper limit value of the set attribute of the virtual character can be associated with at least two types of attributes that the virtual character has in other game scenes, thereby improving the strategic nature of the game.
[0017] (6th configuration) In a sixth configuration, based on the above first to fifth configurations, a first action intensity of the first action exceeds a second action intensity of the second action, and the game program may further cause the processor to execute a process of determining a current attribute value of a set attribute of the second virtual character in response to the first virtual character in an attack stance dealing a first damage value to the second virtual character in a hit stance in the first action turn, and a process of displaying a screen in which the first virtual character has won on a game interface in response to the current attribute value being equal to or less than the first damage value.
[0018] Based on the above, it can be determined that the first virtual character has won when the current attribute value of the second virtual character is less than the first damage value, thereby improving the strategic nature of the game.
[0019] (7th configuration) In a seventh configuration, based on the above first to sixth configurations, the configuration includes associating the first action with a first action slot provided by the configuration interface in accordance with a configuration operation of the first object in the configuration interface of the first virtual character, and the game program may further cause the processor to execute a process of displaying, if the target of the first action is the first virtual character, that the first virtual character will obtain an action effect corresponding to the first action in the first action turn, and a process of displaying, if the target of the first action is the second virtual character, that the second virtual character will produce an action effect corresponding to the first action in the first action turn.
[0020] According to the above, the player can configure the behavior of the virtual character in the configuration interface, which can improve the enjoyment of the game.
[0021] (8th configuration) In an eighth configuration, based on the above first to seventh configurations, the first action turn corresponds to a first action node of a first action cycle in the virtual space, and the game program may further cause the processor to execute the following processes: a process of displaying a second action cycle in which the first virtual character and the second virtual character enter the virtual space when the current attribute values of the first virtual character and the second virtual character at the end of the first action cycle are greater than a set attribute value; a process of determining a second action slot associated with the first virtual character in the second action cycle based on the effect characteristics of the action effect; and a process of setting a second action turn in the second action cycle according to the second action slot.
[0022] According to the above, a specific action of a virtual character can only exist in the previous action cycle, so if the previous action cycle did not result in a win or loss, the virtual character can re-determine the action in the next action cycle, which effectively improves the strategic nature of the game.
[0023] (9th configuration) In a ninth configuration, based on the above first to eighth configurations, the game program may further cause the processor to execute a process of displaying that, when the difference between the number of slots of the second action slots of the first virtual character and a set number is a first number, the first virtual character will perform a fixed action in the first number of second action turns.
[0024] According to the above, when the second action slots of the first virtual character are insufficient, a fixed action of the first virtual character in the second action turn can be configured, which can effectively improve the visual effect of the game in the second action turn.
[0025] Alternatively, the present invention may be configured as a game processing method, a game system, or a computer program product. [Effects of the Invention]
[0026] According to the present invention, it is possible to reduce the load associated with processing virtual characters, on the premise that simultaneous actions by both players in a turn-based game are realized.
[0027] 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]
[0028] [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
[0029] [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.
[0030] 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).
[0031] 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.
[0032] 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.
[0033] 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).
[0034] 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.
[0035] 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 position of the button unit 43 is repeatedly output to the communication unit 41 at appropriate timing and transmitted to the game device 3.
[0036] Next, an overview of the game processing according to this embodiment will be described.
[0037] [First Example] In this embodiment, the game program causes the processor to execute the following processes.
[0038] According to the configuration of the first object for the target game, a first virtual character of the first object is determined to perform a first action in a first action turn of the target game, and the target game is a game between the first object and a second object.
[0039] In this embodiment, the first object may be a player, and the second object may be another player or an AI computer.
[0040] In this embodiment, the first object may hold one or more virtual characters, and the first object may participate in multiple games in the game through the held virtual characters. A target game is a game in which the first object participates by operating the first virtual object, and this target game includes a challenge game in which the first object actively challenges a second object, a defensive game in which the first object passively accepts the second object, and an instant game in which the first object and the second object play against each other simultaneously.
[0041] In this embodiment, a game in the game can include one or more action turns. Before the game begins, a player must configure the actions of the action turns for the virtual characters participating in the game. Here, the actions may generally be close-range attacks such as evasions, slashes, and normal attacks, or long-range attacks such as the use of magic.
[0042] In some examples, in a game screen such as that shown in FIG. 2, the first object configures the configuration interface so that virtual character A participates in the target game, and when the first object places normal attack 3 in action slot K12 and action slot K13 of the configuration interface, respectively, the first object performs normal attack 3 in action turn 2 and action turn 3 of the target game.
[0043] In response to the start of the first action turn, a first virtual character entering the first action turn and a second virtual character of the second object are displayed simultaneously performing their respective actions, where the first virtual character performs a first action in the first action turn and the second virtual character performs a second action in the first action turn.
[0044] In this embodiment, as shown in the game screen in Figure 3, in the case of action turn 2 in the target game, when virtual character A performs normal attack 3, virtual character B simultaneously performs normal attack 1. In this way, the first virtual character and the second virtual character can attack simultaneously in a turn-based action game, which effectively avoids the difference between the first and second moves in a turn-based game, effectively improving the player's game experience and reducing the processing load on the computer.
[0045] In some embodiments, the set attribute of the first virtual character in the target game has an upper limit value, and the upper limit value is converted based on the attribute value held by the first virtual character in another game scene, where the other game scene is a different game scene from the target game.
[0046] In this embodiment, the player can first obtain gold coins, achievement points, or improve the attributes of the virtual character in another game scene. For example, in another game scene, the player increases the attribute S1 of the virtual character from 10 points to 50 points. The player can switch from another game scene to the target game scene and participate in the target game in the target game scene by triggering a scene switching control or a specific game process.
[0047] In this embodiment, the set attribute may be blood volume, physical strength, or fatigue. When the set attribute is blood volume, the upper limit of the blood volume of virtual character A is 3, as shown in Fig. 2, and the upper limit is converted based on the attribute values corresponding to attributes S1 to S6, respectively.
[0048] In this embodiment, by restricting the set attribute of a virtual character to have an upper limit value, when the virtual character consumes a certain amount of the attribute, the virtual character is considered to have been defeated. This allows the player to see that the attribute of the virtual character is gradually fluctuating downward from the upper limit value during a battle, improving the visual effect of the game.
[0049] In some embodiments, the upper limit value is converted based on attribute values of at least two types of attributes held by the first virtual character in another game scene, where each of the at least two types of attributes corresponds to a conversion ratio of the set attribute, and the conversion ratio is associated with a degree of association between the attribute and the set attribute.
[0050] In some examples, as shown in Figure 2, attribute S1 of virtual character A is associated with a set attribute, and attributes S2 to S6 are not associated with a set attribute. In this case, the conversion ratio at which attribute S1 is converted into the set attribute is 1:1, and the conversion ratio at which attribute S2 or attribute S6 is converted into the set attribute is 1:0. If the attribute value of attribute S1 is 3, the set attribute of virtual character A is also 3, that is, the blood volume of virtual character A is 3 points.
[0051] In this embodiment, the strategic nature of the game can be effectively improved by associating the upper limit value of the set attribute of the virtual character with at least two types of attributes that the virtual character holds in other game scenes.
[0052] [Second Example] In this embodiment, the game program also causes the processor to execute the following processes.
[0053] If the configuration of the first virtual character for the first action turn is superior to the configuration of the second virtual character for the first action turn, the first virtual character is presented as being in a dominant posture and the second virtual character is presented as being in a subordinate posture.
[0054] In this embodiment, the configuration of the first virtual character for the first action turn being superior to the configuration of the second virtual character for the first action turn may include the action level of a first action of the first virtual character configured for the first action turn being higher than the action level of a second action of the second virtual character configured for the first action turn, and the action intensity of a first action of the first virtual character configured for the first action turn being higher than the action intensity of a second action of the second virtual character configured for the first action turn. The action levels here generally refer to levels set for different actions. For example, the action level of a normal attack is 1, and the action level of a slashing attack is 2. The action intensity here generally refers to the intensity set for the corresponding action. For example, a normal attack with an action intensity of 1, a normal attack with an action intensity of 3, and a slashing attack with an action intensity of 2 are examples.
[0055] In some cases, the dominant and subordinate positions are relative concepts. For example, when a first virtual character in an attacking position fights a second virtual character in a hitting position, the attacking position is the dominant position and the hitting position is the subordinate position. Also, when a first virtual character in a jumping position fights a second virtual character in a prone position, the jumping position is the dominant position and the prone position is the subordinate position.
[0056] In this embodiment, if the configuration of the first virtual character is excellent, it can be presented that the first virtual character is fighting the second virtual character in a dominant posture, so that during the battle, the virtual characters will fight in different postures depending on their own configurations, further enhancing the variety and visual effects of the game screen.
[0057] [Third Example] In this embodiment, the first action is configured to have a first action intensity, and the second action is set to have a second action intensity.
[0058] The game program also causes the processor to perform the following processes.
[0059] When the first action intensity exceeds the second action intensity, a display is made that the first virtual character will assume an attack posture in the first action turn, and a display is made that the second virtual character will assume a hit posture in the first action turn.
[0060] When the first action intensity is equal to the second action intensity, it is displayed that the first virtual character and the second virtual character exhibit a balanced opposing posture in the first action turn.
[0061] If the second action intensity exceeds the first action intensity, a display is made that the second virtual character will assume an attack posture in the first action turn, and a display is made that the first virtual character will assume a hit posture in the first action turn.
[0062] In this embodiment, as shown in FIG. 3, the first virtual character is virtual character A, the second virtual character is virtual character B, the action strength of the first virtual character's normal attack is 3 points, and the action strength of the second virtual character's normal attack is 1 point, and it is possible to display that virtual character A presents an attack posture in the first action turn, and that virtual character B presents a hit posture in the first action turn.
[0063] In this embodiment, the attack postures, hit postures, or balance counter postures of different virtual characters may be the same or different. For example, two virtual characters may have exactly the same attack postures, but the hit postures and balance counter postures of the two virtual characters may be different.
[0064] In this embodiment, if the first action of the first virtual character is stronger than the second action of the second virtual character, the first virtual character will present a movement posture to defeat the second virtual character; if the first action of the first virtual character is weaker than the second action of the second virtual character, the first virtual character will present a movement posture to defeat the second virtual character; if the strength of the first action of the first virtual character and the second action of the second virtual character are equal, the first virtual character and the second virtual character will present movement postures that are antagonistic to each other, which can effectively improve the visual effects of the game.
[0065] [Fourth Example] In this embodiment, the first action intensity of the first action exceeds the second action intensity of the second action, and the game program further causes the processor to execute a process of determining a current attribute value of the set attribute of the second virtual character in response to the first virtual character inflicting a first damage value on the second virtual character.
[0066] In some examples, as shown in FIG. 3 , when the first virtual character is virtual character A, the second virtual character is virtual character B, and the action strength of the first virtual character's normal attack is 3 points, and the action strength of the second virtual character's normal attack is 1 point, the first damage value inflicted by the first virtual character on the second virtual character is 2 points, and at this time, the current attribute value of the set attribute of virtual character B is 2 points.
[0067] In response to the current attribute value being less than or equal to the first damage value, a screen indicating that the first virtual character has won is displayed on the game interface.
[0068] In some examples, if a first damage value inflicted by a first virtual character on a second virtual character is 2 points and a current attribute value of a set attribute of virtual character B is 2 points, when the current attribute value is equal to the first damage value, a victory screen for the first virtual character is displayed in the game interface.
[0069] In this embodiment, if the current attribute value of the second virtual character is less than the first damage value, it is determined that the first virtual character has won, thereby improving the strategic nature of the game.
[0070] [Fifth Example] In this example, the configuration includes associating a first behavior with a first behavior slot provided by the configuration interface in response to a configuration operation of a first object in the configuration interface of the first virtual character.
[0071] The game program further causes the processor to execute a process of displaying that, when the action target of the first action is the first virtual character, the first virtual character obtains an action effect corresponding to the first action in the first action turn.
[0072] When the target of the first action is the second virtual character, it is displayed that the second virtual character generates an action effect corresponding to the first action in the first action turn.
[0073] In some examples, as shown in FIG. 2, the first virtual character is virtual character A, and the action slots of virtual character A may include action slot K11 to action operation K15, and when the first action turn is action turn 2, the first action is normal attack 3, the target of the first action is virtual character B, and the effect is to inflict a 3-point attack on virtual character B.
[0074] In some examples, when the target of the first action of the first virtual character is the first virtual character itself, the first action may be to strengthen the attack of the next action turn, to restore the current attribute value of the set attribute of the first virtual character, or to cause the first virtual character to obtain additional armor or blood volume.
[0075] In this embodiment, the player configures the actions of the virtual character in the configuration interface, and the actions of the virtual character can affect different virtual characters, so the player needs to configure them according to the game situation, which can effectively improve the enjoyment of the game.
[0076] [Sixth Example] In this embodiment, the first behavior turn corresponds to the first behavior node of the first behavior cycle in the virtual space.
[0077] The game program further causes the processor to execute a process of displaying a second behavior cycle in which the first virtual character and the second virtual character enter the virtual space when the current attribute values of the first virtual character and the second virtual character at the end of the first behavior cycle are greater than the set attribute values.
[0078] In some examples, when action slot K14 and action slot K15 are disabled, each action cycle has three action turns, as shown in Fig. 2. That is, when the player can configure different actions for virtual character A in action slots K11 to K13, the player can execute the actions configured in action slots K11 to K13 in the action cycle.
[0079] In some examples, as shown in Figure 2, when the current attribute value of the first virtual character is 3 points and the current attribute value of the second virtual character is 1 point, the first behavior cycle ends, whereby the first virtual character and the second virtual character enter a second behavior cycle in the virtual space.
[0080] A second action slot associated with the first virtual character in the second action cycle is determined based on the effect characteristics of the action effect.
[0081] In this embodiment, different actions of the virtual character have different effects, and different effects have different effect characteristics. For example, if the action is guarding, the target of the guarding may be the virtual character itself. Furthermore, the guarding can only affect the virtual character itself in the first action cycle.
[0082] In some examples, if the first virtual character is virtual character A, and virtual character A configures guard, normal attack, and normal attack in action turn 1 to action turn 3 in the first action cycle, then in the second action cycle, the second action slots associated with virtual character A in the second action cycle are action slots corresponding to action turn 2 and action turn 3.
[0083] The second action turn in the second action cycle is set according to the second action slot.
[0084] In some examples, if the first virtual character is virtual character A and the second action slot associated with virtual character A in the second action cycle is an action slot corresponding to action turn 2 and action turn 3, virtual character A may perform a fixed action in action turn 1 in the second action cycle, and may first perform actions corresponding to action turn 2 and action turn 3 in the first action cycle in the second action cycle, and then perform the fixed action.
[0085] In this embodiment, a specific action of the virtual character can only exist in the previous action cycle, so if the previous action cycle did not result in a win or loss, the virtual character can re-determine the action in the next action cycle, which effectively improves the strategic nature of the game.
[0086] [Seventh Example] In this embodiment, the game program also causes the processor to execute the following processes.
[0087] When the difference between the number of second action slots of the first virtual character and the set number is a first number, it is displayed that the first virtual character will perform a fixed action in the first number of second action turns.
[0088] In some examples, when the action slots of the first virtual character in the first action cycle are action slots K11 to K13 and a guard action is configured in action slot K11, the second action slots are action slots K12 and K13. That is, when the number of slots in the second action slots is 2, the setting number is 3, and the difference is 1, a fixed action is executed in one second action turn in the second action cycle, and this fixed action can be a normal attack of 1 point or a defense of 1 point.
[0089] In this embodiment, when the second action slots of the first virtual character are insufficient, a fixed action of the first virtual character in the second action turn is configured, which effectively improves the visual effect of the game in the second action turn.
[0090] [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 and S420.
[0091] Step S410: According to the configuration of the first object for the target game, determine that a first virtual character of the first object will perform a first action in a first action turn of the target game, where the target game is a game between the first object and a second object. Step S420: In response to the start of the first action turn, display that the first virtual character entering the first action turn and the second virtual character of the second object simultaneously perform their respective actions, where the first virtual character performs the first action in the first action turn and the second virtual character performs the second action in the second action turn.
[0092] In some embodiments, the first action is configured to have a first action intensity and the second action is set to have a second action intensity. After step S420, the method further includes the following steps S510 to S530.
[0093] Step S510: If the first action intensity exceeds the second action intensity, it is displayed that the first virtual character will exhibit an attack posture in the first action turn, and it is displayed that the second virtual character will exhibit a hit posture in the first action turn.
[0094] Step S520: If the first action intensity is equal to the second action intensity, display that the first virtual character and the second virtual character present a balanced opposing posture in the first action turn.
[0095] Step S530: If the second action intensity exceeds the first action intensity, it is displayed that the second virtual character will assume an attack posture in the first action turn, and it is displayed that the first virtual character will assume a hit posture in the first action turn.
[0096] In some embodiments, the set attribute of the first virtual character in the target game has an upper limit value, and the upper limit value is converted based on the attribute value held by the first virtual character in another game scene, where the other game scene is a different game scene from the target game.
[0097] In some embodiments, the upper limit value is converted based on attribute values of at least two types of attributes held by the first virtual character in another game scene, where each of the at least two types of attributes corresponds to a conversion ratio of the set attribute, and the conversion ratio is associated with a degree of association between the attribute and the set attribute.
[0098] In some embodiments, the first motion intensity of the first motion exceeds the second motion intensity of the second motion, and after step S420, the method further includes the following steps S610 and S620.
[0099] Step S610: In response to the first damage value being inflicted by the first virtual character on the second virtual character, a current attribute value of the set attribute of the second virtual character is determined.
[0100] Step S620: In response to the current attribute value being equal to or less than the first damage value, a screen showing that the first virtual character has won is displayed on the game interface.
[0101] In some embodiments, the configuration associates the first action with a first behavior slot provided by the configuration interface in response to a configuration operation of the first object in the configuration interface of the first virtual character. After step S420, the method further includes the following steps S710 and S720.
[0102] Step S710: If the action target of the first action is the first virtual character, it is displayed that the first virtual character obtains an action effect corresponding to the first action in the first action turn.
[0103] Step S720: If the action target of the first action is the second virtual character, it is displayed that the second virtual character will generate an action effect corresponding to the first action in the first action turn.
[0104] In some embodiments, the first behavior turn corresponds to a first behavior node of a first behavior cycle in the virtual space, and after step S420, the method further includes the following steps S810 to S830.
[0105] Step S810: If the current attribute values of the first and second virtual characters at the end of the first behavior cycle are greater than the set attribute values, a second behavior cycle is displayed in which the first and second virtual characters enter the virtual space.
[0106] Step S820: Based on the effect characteristics of the action effect, a second action slot associated with the first virtual character in the second action cycle is determined.
[0107] Step S830: The second action turn in the second action cycle is set according to the second action slot.
[0108] In some embodiments, after step S830, the method further includes the following step S910.
[0109] Step S910: If the difference between the number of second action slots of the first virtual character and the set number is a first number, it is displayed that the first virtual character will perform a fixed action in the first number of second action turns.
[0110] 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.
[0111] 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.
[0112] 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.
[0113] 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.
[0114] 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.
[0115] 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.
[0116] 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.
[0117] 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, attitude 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 attitude information in the computer-readable program commands can be used to customize electronic circuitry, such as a programmable logic circuit, a field programmable gate array (FPGA), or a programmable logic array (PLA), such that the electronic circuitry can execute the computer-readable program commands to implement various aspects of the embodiments herein.
[0118] 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.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] 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: a process of determining that a first virtual character of a first object will perform a first action in a first action turn of a target game, the target game being a game between a first object and a second object, in accordance with a configuration of the first object for the target game; and executing a process of displaying, in response to the start of the first action turn, that the first virtual character that has entered the first action turn and a second virtual character of the second object simultaneously perform their respective actions, wherein the first virtual character performs the first action in the first action turn and the second virtual character performs a second action in the first action turn; the configuration includes associating the first behavior with a first behavior slot provided by the configuration interface in response to a configuration operation of the first object in the configuration interface of the first virtual character; The game program causes a processor to: a process of displaying, when the target of the first action is the first virtual character, that the first virtual character will obtain an effect corresponding to the first action in the first action turn; and if the target of the first action is the second virtual character, further executing a process of displaying that the second virtual character will produce an action effect corresponding to the first action in the first action turn; the first behavior turn corresponds to a first behavior node of a first behavior cycle in the virtual space; The game program causes a processor to: a process of displaying a second behavior cycle in which the first virtual character and the second virtual character enter the virtual space when the current attribute values of the first virtual character and the second virtual character at the end of the first behavior cycle are greater than the set attribute values; determining a second action slot associated with the first virtual character in the second action cycle based on effect characteristics of the action effect; a storage medium storing a game program for further executing a process of setting a second action turn in the second action cycle in accordance with the second action slot.
2. The game program causes a processor to:
2. A storage medium storing a game program as described in claim 1, further comprising a process for presenting that the first virtual character is in a superior position and the second virtual character is in an inferior position when the configuration of the first virtual character for the first action turn is superior to the configuration of the second virtual character for the first action turn.
3. The first motion is configured to have a first motion intensity, and the second motion is configured to have a second motion intensity; The game program causes a processor to: If the first action intensity exceeds the second action intensity, a process of displaying that the first fictional character will assume an attack stance in the first action turn and that the second fictional character will assume a hit stance in the first action turn; or If the first action intensity is equal to the second action intensity, displaying that the first fictional character and the second fictional character exhibit a balanced opposing stance in the first action turn; or 3. A storage medium storing a game program according to claim 2, further comprising a process for displaying that the second virtual character will assume an attack stance in the first action turn and that the first virtual character will assume a hit stance in the first action turn when the second action intensity exceeds the first action intensity.
4. 2. A storage medium storing a game program according to claim 1, wherein the set attribute of the first virtual character in the target game is an attribute whose consumption or reduction is evaluated as a condition for winning or losing the game, and has an upper limit value, and the upper limit value is converted based on an attribute value held by the first virtual character in another game scene different from the target game.
5. 5. A storage medium storing a game program as described in claim 4, wherein the upper limit value is converted based on attribute values of at least two types of attributes held by the first virtual character in the other game scene, wherein each of the at least two types of attributes corresponds to a conversion ratio of the set attribute, and the conversion ratio is given based on the degree of association between the attribute and the set attribute.
6. a first action intensity of the first action exceeds a second action intensity of the second action, and the game program causes a processor to: a process of determining a current attribute value of a set attribute of the second virtual character in response to the first virtual character in an attacking stance inflicting a first damage value on the second virtual character in a hitting stance during the first action turn; a process for displaying a screen showing that the first virtual character has won on a game interface in response to the current attribute value being equal to or less than the first damage value;
7. The game program causes a processor to:
2. A storage medium storing a game program according to claim 1, further comprising: a process for displaying that the first virtual character will perform a fixed action in the first number of second action turns when the difference between the number of slots of the second action slots of the first virtual character and a set number is a first number.
8. A game processing method, the processor, A game processing method for executing each process according to claim 1.
9. A gaming system including a processor, A game system in which the processor executes each of the processes according to claim 1.
10. A computer program including a game program, 2. A computer program that causes a processor to execute each of the processes according to claim 1.
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