Game program, game device, and control method thereof
The game program enhances damage indicator visibility and engagement by determining movement directions and paths based on game element positions, reducing overlap and increasing interactivity.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-12-10
- Publication Date
- 2026-04-03
AI Technical Summary
Conventional game programs face issues with damage indicators overlapping with game elements, reducing visibility and becoming monotonous, failing to attract user attention.
A game program that determines the direction and path of damage images based on the relative position of game elements, moving them away from overlapping and varying display attributes like size and speed to enhance visibility and attention.
Improves visibility and engagement by preventing overlap and dynamically displaying damage indicators, making them more noticeable and interactive.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a game device, and a control method thereof.
Background Art
[0002] There is known a game program that displays a numerical value indicating damage when an operation character attacks an enemy character and causes damage within a screen. Conventionally, in this type of game program, the numerical value indicating damage is displayed at a predetermined position such as above the enemy character that has received the damage, or is moved by a predetermined distance in a predetermined direction from the predetermined position. Note that a game using this type of game program is disclosed in, for example, Non-Patent Document 1.
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the conventional game program, when the numerical value indicating damage is displayed at a predetermined position, there is a problem that the numerical value indicating damage overlaps with the enemy character or its part within the game screen, and the visibility of the numerical value is likely to decrease. Also, in the conventional game program, when the numerical value indicating damage is moved by a predetermined distance in a predetermined direction from a predetermined position, there is a problem that the display becomes monotonous and does not attract the user's attention.
[0005] This invention was made in view of the above circumstances, and its purpose is to mitigate the decrease in visibility of numerical values related to the effects of actions on game elements, such as damage caused by attacks, and to display the numerical values in a manner that attracts the user's attention. [Means for solving the problem]
[0006] A game program according to one aspect of the present invention includes a processor that functions as a display control unit for displaying a first game element and a second game element on a screen, and a determination unit that, when the first game element affects the second game element, determines the direction of movement of an image indicating a numerical value related to the effect of the effect based on the relative position of the first game element with respect to the second game element affected by the effect, and the display control unit moves the image indicating the numerical value on the screen in the direction of movement.
[0007] A control method for a game device according to one aspect of the present invention involves displaying a first game element and a second game element on a screen, and when the first game element acts on the second game element, determining the direction of movement of an image indicating a numerical value related to the effect of the act based on the relative position of the first game element with respect to the second game element on which the act acts, and moving the image indicating the numerical value on the screen in the direction of movement.
[0008] A game device according to one aspect of the present invention includes a display control unit that displays a first game element and a second game element on a screen, and a determination unit that, when the first game element acts on the second game element, determines the direction of movement of an image indicating a numerical value related to the effect of the act based on the relative position of the first game element with respect to the second game element on which the act acts, wherein the display control unit moves the image indicating the numerical value on the screen in the direction of movement. [Brief explanation of the drawing]
[0009] [Figure 1]This is a block diagram showing the hardware configuration of a game device, which is one embodiment of the present invention. [Figure 2] The functional configuration of the game device is shown in the diagram. [Figure 3] This is a flowchart showing the flow of game control processing performed by the processor of the game device. [Figure 4] This is a flowchart showing the flow of the display content determination process performed by the processor. [Figure 5] This is a flowchart showing the flow of the movement direction determination process performed by the processor. [Figure 6] This is a flowchart showing the flow of the movement path determination process performed by the processor. [Figure 7] This is a flowchart showing the flow of the moving image generation process performed by the processor. [Figure 8] This figure shows the attack data in the same embodiment. [Figure 9] This figure shows the moving image recording data in the same embodiment. [Figure 10] This figure shows the display screen in the first operation example of the same embodiment. [Figure 11] This figure shows the display screen in the first example of operation. [Figure 12] This figure shows the display screen in the second operation example of the same embodiment. [Figure 13] This figure shows the display screen in the third operation example of the same embodiment. [Figure 14] This figure shows the display screen in the fourth operation example of the same embodiment. [Figure 15] This figure shows the display screen in the fifth operation example of the same embodiment. [Figure 16] This figure shows the display screen in the sixth operation example of the same embodiment. [Figure 17] This flowchart shows the flow of the movement path correction process performed by the processor in the first modified example of the same embodiment. [Figure 18]It is a diagram showing a display screen in the second modification of the same embodiment. [Figure 19] It is a diagram showing a display screen in the third modification of the same embodiment. [Figure 20] It is a diagram showing a display screen in the fourth modification of the same embodiment. [Figure 21] It is a flowchart showing the flow of the movement path determination process executed by the processor in the fifth modification of the same embodiment. [Figure 22] It is a diagram showing a display screen in the sixth modification of the same embodiment. ,
Embodiments of the Invention
[0010] Hereinafter, embodiments for implementing the present invention will be described with reference to the drawings. In each figure, the dimensions and scales of each part are appropriately different from the actual ones. Further, the embodiments described below are preferred specific examples of the present invention, and thus various technically preferable limitations are imposed. However, the scope of the present invention is not limited to these embodiments unless there is a description specifically limiting the present invention in the following description.
[0011] [A. Embodiment] [1. Hardware Configuration of the Game Device] FIG. 1 is a block diagram showing the hardware configuration of a game device 10 according to an embodiment of the present invention. The game device 10 may be a portable information processing device such as a tablet terminal or a portable game device, a smartphone, or a stationary information processing device such as a business game device or a desktop personal computer.
[0012] As shown in FIG. 1, the game device 10 includes a processor 110 that controls each part of the game device 10, a storage unit 120 that stores various information, a communication unit 130 for communicating with an external device existing outside the game device 10, an operation unit 140 for receiving operations of a user of the game device 10, and a display unit 150 for displaying various images.
[0013] The processor 110 is, for example, a CPU (Central Processing Unit). In addition to the CPU, the processor 110 may also include hardware such as a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or an FPGA (Field Programmable Gate Array).
[0014] The memory unit 120 includes volatile memory such as RAM (Random Access Memory) and non-volatile memory such as EEPROM (Electrically Erasable Programmable Read-Only Memory). The volatile memory functions as a workspace for the processor 110. The non-volatile memory stores various information, such as the game program PRG, which is an application program that provides games to the user. This game program PRG can be downloaded from a game server (not shown) connected to the network via the communication unit 130.
[0015] [2. Functional Configuration of the Game Device] Figure 2 is a block diagram showing the various functions realized by the execution of the game program PRG by the processor 110 of the game device 10. In this embodiment, the game program PRG causes the processor 110 to function as a game control unit 200.
[0016] As shown in Figure 2, the game control unit 200 includes a display control unit 202 and a determination unit 204. The display control unit 202 causes the display unit 150 to display a first game element and a second game element. The first and second game elements are any two game elements from a plurality of game elements that play a role in advancing the game. The game progresses as the first game element acts on the second game element. Typically, the first game element is a playable character or weapon equipped by a playable character operated by the user. The second game element is an enemy character or a part of its body provided by the game. An action is an action that causes some kind of effect on the second game element. In this embodiment, the action is an attack by the first game element on the second game element.
[0017] When the first game element affects the second game element, the determination unit 204 determines the direction of movement of an image indicating a numerical value related to the effect of the first game element based on the relative position of the first game element with respect to the second game element on which the effect occurs.
[0018] The numerical value relating to the effect of an action is typically a numerical value that directly indicates the effect of the action. However, the numerical value relating to the effect of an action is not limited to such a numerical value, and may, for example, be a numerical value that simply changes due to a change in the effect of the action. In this embodiment, the numerical value relating to the effect of an action is a numerical value that indicates the degree of damage suffered by the second game element as a result of the first game element's attack on the second game element.
[0019] To elaborate further, in this embodiment, when the first game element successfully attacks the second game element, the enemy character, which is the second game element, or the enemy character having a body part, loses a number of points equivalent to the power of the attack. In this embodiment, the number of points lost due to this successful attack is called the damage value DM. The image showing the numerical value related to the effect of the action is the image showing this damage value DM. Hereinafter, the image showing this damage value DM will be referred to as the damage image.
[0020] The determination unit 204 determines the direction of movement of the damage image based on the relative position of the first game element with respect to the second game element. This means that the relative position of the first game element with respect to the second game element is involved in determining the direction of movement of the damage image.
[0021] Specifically, the determination unit 204 determines a third direction, which is closer to the second direction (opposite to the first direction) than the first direction (from the second game element towards the first game element), as the direction of movement for the damage image. The reason for determining the direction of movement for the damage image in this way is to allow the user controlling the first game element, which is the playable character, to recognize the location of the first game element that inflicted damage on the second game element based on the direction of movement for the damage image.
[0022] Furthermore, the determination unit 204 determines the movement path based on the direction of movement, and the display control unit 202 moves the damaged image on the screen along the movement path. The movement path refers to the path from the starting point to the ending point of the movement of the damaged image. In this embodiment, the display control unit 202 moves the damaged image along the movement path, stops it at the ending point, and displays the damaged image at the ending point for a predetermined time thereafter.
[0023] In this embodiment, the starting point of movement is a point within a predetermined distance from the reference point of the second game element. Here, the reference point is the reference point used when drawing game elements such as characters. Specifically, the reference point is a point located at the center of the image of the game element such as a character, but it may be set at any position relative to the image of the game element such as a character. When drawing game elements, each part of the game element to be drawn is identified by its relative position to the reference point. In this embodiment, the starting point of movement of the damage image is determined based on such a reference point.
[0024] If the starting point of the damage image's movement is too close to the reference point, the damage image will overlap with the second game element at the start of movement, reducing the visibility of the damage image. If it is too far from the reference point, it will be difficult to determine the location of the damaged second game element. Therefore, in this embodiment, the starting point of the movement is located at a position that is the minimum distance from the reference point that does not significantly reduce visibility and does not make it difficult to determine the location of the second game element.
[0025] Furthermore, if the effect of the action is hindered, the determination unit 204 determines a fourth direction as the direction of movement of the damage image, which is closer to the first direction than the second direction which is opposite to the first direction moving from the second game element to the first game element. Here, if the effect of the action is hindered, for example, if the action is an attack, then a defense against the attack is performed. By determining the direction of movement of the damage image in this way, the determination unit 204 can simulate the effect of an action that has been applied from the first game element to the second game element being repelled back from the second game element to the first game element by the movement of the damage image.
[0026] Furthermore, the display control unit 202 moves an image indicating that the effect of the action has been thwarted, specifically a defensive image indicating that the attack has been defended, in conjunction with the damage image moving on the screen.
[0027] Furthermore, if the second game element is affected multiple times within a predetermined time, the determination unit 204 shifts the movement paths of the damage images for at least two of those effects. The reason for this processing is as follows: If the damage images are displayed multiple times and move in the same direction from the same starting point, even if the start times of the movements are slightly different, the damage images will overlap on the screen at the end of the movement, reducing their visibility. Therefore, in this embodiment, the reduction in visibility of the damage images is avoided by shifting the movement paths of the damage images for at least two of those effects. The limitation of within a predetermined time is set because even if multiple effects occur, if the time interval between them is longer than the predetermined time and the multiple displayed damage images do not overlap on the screen, the visibility of the damage images will not be hindered. In this embodiment, the movement paths are shifted by shifting the direction of movement of the damage images for at least two of those effects.
[0028] Furthermore, the determination unit 204 changes the display manner of the damage image, such as the size of the damage image, the distance traveled, and the speed of movement, according to at least one of the manner of action and the degree of the effect of the action. As an example, in this embodiment, the determination unit 204 changes the size of the damage image, the distance traveled, and the speed of movement according to the damage value DM.
[0029] [3. Operation of the game device] Figure 3 is a flowchart showing the flow of the game control process OP100 executed by the processor 110 according to the game program PRG in this embodiment. Figure 4 is a flowchart showing the flow of the display content determination process OP200 executed by the processor 110 in step S114 of Figure 3. Figure 5 is a flowchart showing the flow of the movement direction determination process OP300 executed by the processor 110 in step S116 of Figure 3. Figure 6 is a flowchart showing the flow of the movement path determination process OP400 executed by the processor 110 in step S118 of Figure 3. Figure 7 is a flowchart showing the flow of the movement image generation process OP500 executed by the processor 110 in step S122 of Figure 3.
[0030] In this embodiment, when the operation unit 140 instructs the start of game execution, the processor 110 executes the game control process OP100 shown in Figure 3 by executing the game program PRG. First, in step S102, the processor 110 detects operation information from the operation unit 140. Next, in step S104, the processor 110 operates the game elements in the game space. These game elements include a first game element and a second game element.
[0031] More specifically, in step S104, based on the operation information detected in step S102, the first game element, which is the player character or its weapon, is operated within the game space. For example, if operation information instructing the first game element to attack the second game element is detected in step S102, then in step S104, the first game element is made to attack the second game element within the game space.
[0032] Furthermore, in step S104, the second game element is activated according to the state of the first game element. For example, if the first game element attacks the second game element, in step S104, the second game element is made to defend against the attack.
[0033] The game space may be a three-dimensional space, but for simplicity, the game space in this embodiment is assumed to be a two-dimensional plane that can be easily displayed on the display unit 150.
[0034] Next, in step S106, the processor 110 draws each game element in the game space. Specifically, it writes images of each game element, including the first and second game elements in the game space, to the display image storage area set up in the memory unit 120. The images in this display image storage area are then displayed by the display unit 150.
[0035] Next, in step S108, the processor 110 determines whether or not an attack on the second game element of the first game element has been initiated. The conditions for this determination in step S108 will differ depending on the nature of the attack.
[0036] For example, if the player character attacks a second game element with their hands or feet, the attack is determined to have begun the moment the player character starts moving their hands or feet towards the second game element.
[0037] Furthermore, when the player character attacks a second game element while holding a weapon such as a sword, the attack is determined to have begun when the weapon starts moving towards the second game element.
[0038] Furthermore, if the player character attacks a second game element using a weapon that moves away from the player character, such as throwing a knife or firing a gun, the attack is determined to have begun at the moment the weapon moves away from the player character.
[0039] If the result of the decision in step S108 is "NO", the processor 110 proceeds to step S112. On the other hand, if the result of the decision in step S108 is "YES", the processor 110 executes the process in step S110. That is, the processor 110 generates attack data and stores it in the memory unit 120.
[0040] Figure 8 illustrates this attack data. As shown in Figure 8, the attack data includes an attack ID, an attacker ID, attack location data, and an attack target ID.
[0041] Here, the attack ID is an ID that identifies the attack. The processor 110 generates an attack ID that identifies the attack each time it detects the start of an attack in step S108.
[0042] The Attacker ID is an ID that identifies the first game element that exerts an attacking effect on a second game element (an enemy character or a part of its body). Here, if the player character attacks an enemy character with their own limbs, the player character's ID becomes the Attacker ID. Also, if the player character attacks an enemy character with a weapon, both the player character and the weapon are first game elements that exert an effect (attack) on the second game element, but the weapon's ID becomes the Attacker ID. This Attacker ID is used to track the state of the attack from the time the attack begins until the result of the attack occurs. And it is the weapon that produces the result of the attack. For this reason, the weapon's ID is used as the Attacker ID.
[0043] Attack position data is data indicating the position of the attacking first game element within the game space. This attack position data is used to determine the direction of movement of the damage image. In this embodiment, when damage is dealt to the second game element, the user controlling the character recognizes the location of the first game element that damaged the second game element based on the direction of movement of the damage image. When the character controls a weapon and damages the second game element, both the character and the weapon are first game elements that affect the second game element. However, in this case, what the user wants to know is not the location of the weapon that directly damaged the second game element, but the location of the character that damaged the second game element with that weapon. Therefore, in this embodiment, when the character controls an attack on the second game element with a weapon, the attack position data is data indicating the reference point of the character at the start of the attack. The attack target ID is an ID that identifies the second game element to which the attack affects.
[0044] When the processing of step S110 is completed, the processor 110 proceeds to step S112. In step S112, the processor 110 determines whether or not the result of the attack, which is identified by the attack data stored in the memory unit 120, has occurred. Here, the result of the attack includes the success of the attack on the second game element by the first game element and the successful defense of the attack on the second game element by the first game element.
[0045] In step S112, processing related to the actions of the player character or weapon identified by the attacker ID in the attack data stored in the memory unit 120 is performed, and it is determined whether or not an attack result occurred. Specifically, it is determined whether or not a first game element identified by the attacker ID in the attack data attacked a second game element identified by the attack target ID, and whether or not a result (attack success or defense) occurred. If the result of this step S112 is "NO", the processor 110 returns to step S102. Note that if no attack data is stored in the memory unit 120, the result of this step S112 will be "NO". On the other hand, if the result of this step S112 is "YES", the processor 110 proceeds to step S114.
[0046] Next, in step S114, the processor 110 performs processing as a determination unit 204 for the attack in which a result occurred, that is, the display content determination process OP200 which determines the display content related to the result. Figure 4 is a flowchart showing the flow of this display content determination process OP200.
[0047] First, in step S202, the processor 110 determines whether the attack was successful or not. If the result of this determination is "YES", the processor 110 proceeds to step S212, and if it is "NO", that is, if the attack was defended against, it proceeds to step S222.
[0048] Next, in step S212, the processor 110, which is the determination unit 204, determines the damage image to be displayed.
[0049] Next, in step S214, the processor 110, which is the determination unit 204, sets the starting size SZs, which is the size of the damage image at the start of movement when displaying and moving the damage image on the display unit 150, to a predetermined value. More specifically, in this embodiment, when an attack is successful and the damage image is displayed on the screen of the display unit 150, the size of this damage image is increased while it is moved within the screen. In step S214, the starting size SZs, which is the size of the damage image at the start of movement, is determined.
[0050] Next, in step S216, the processor 110, which is the determination unit 204, determines the end size SZe, which is the size of the damage image at the end of the movement, based on the damage value DM. Specifically, the processor 110 calculates the end size SZe according to the following formula. SZe = k·DM + SZs ……(1) Here, k is a predetermined coefficient. Thus, in this embodiment, the larger the damage value DM related to the effect of the attack, the larger the end size SZe, which is the size of the damage image at the end of the movement.
[0051] On the other hand, if the attack is defended and the process proceeds to step S222, the processor 110, which is the determination unit 204, determines a combined image to be displayed, consisting of a damage image showing a damage value DM that is extremely low compared to the damage value DM that would occur if the attack were successful, and a defense image indicating that the attack was defended. In this example, the damage image when the attack is defended is an image showing a damage value DM=1. The defense image is an image consisting of the word GUARD.
[0052] Next, proceeding to step S224, the processor 110 sets the starting size SZs, which is the size of the combined image at the start of the movement, to a predetermined size.
[0053] Next, in step S226, the processor 110 sets the final size SZe, which is the size of the combined image at the end of the move, to a predetermined size that is greater than the starting size SZs.
[0054] When the processing in step S216 or S226 is completed, the processor 110 terminates the display content determination process OP200 and proceeds to step 116 in Figure 3. In step S116 shown in Figure 3, the processor 110 performs the processing as the determination unit 204, that is, the movement direction determination process OP300 shown in Figure 5.
[0055] First, in step S302, the processor 110 determines whether the attack was successful or not. If the result of this determination is "YES", the processor 110 proceeds to step S312, and if it is "NO", that is, if the attack was defended, it proceeds to step S322.
[0056] Next, in step S312, the decision unit 204, which is the processor 110, determines the direction of movement of the damage image. More specifically, the processor 110 refers to the attack position data and the attack opponent ID of the attack data (see Figure 8) for which the decision result in step S112 was "YES". The processor 110 then determines the position of the first game element indicated by the attack position data and the position of the second game element indicated by the attack opponent ID. Then, based on the relative position of the first game element with respect to the position of the second game element, it determines the direction of movement.
[0057] Specifically, the processor 110, which is the decision unit 204, determines a third direction as the direction of movement for the damage image, which is closer to the second direction (opposite to the first direction) than to the first direction (from the second game element to the first game element). For example, this is as follows:
[0058] The determination unit 204 determines the direction of movement of the damage image by comparing the position of the reference point of the first game element at the start of the attack with the position of the reference point of the second game element at the time of successful attack. Suppose the position of the reference point of the first game element indicated by the attack position data is, for example, to the left of the position of the reference point of the second game element indicated by the attack opponent ID. In this case, the first direction from the second game element to the first game element will be to the left. The second direction, which is opposite to the first direction, will be to the right. Therefore, the third direction, which is the direction of movement of the damage image, will be a direction closer to the second direction than the first direction, that is, to the right or diagonally to the right at an angle of less than 90 degrees to the right.
[0059] On the other hand, when the process proceeds to step S322, the processor 110 determines the direction of movement of the combined image. More specifically, the processor 110, similar to step S312, refers to the attack position data and attack target ID of the attack data (see Figure 8) for which the judgment result in step S112 was "YES". The processor 110 then determines the position of the first game element indicated by the attack position data and the position of the second game element indicated by the attack target ID. Based on the relative position of the first game element to the position of the second game element, the processor determines the direction of movement of the damage image in the combined image.
[0060] Specifically, the processor 110, acting as the decision unit 204, determines a fourth direction that is closer to the first direction than the second direction which is opposite to the first direction from the second game element to the first game element, as the direction of movement of the damage image in the combined image. For example, this is as follows:
[0061] The determination unit 204 determines the direction of movement of the damage image by comparing the position of the reference point of the first game element at the start of the attack with the position of the reference point of the second game element at the time the attack is defended. Suppose the position of the reference point of the first game element indicated by the attack position data is, for example, to the left of the position of the reference point of the second game element indicated by the attack opponent ID. In this case, the first direction from the second game element to the first game element will be to the left. The second direction, which is opposite to the first direction, will be to the right. Therefore, the fourth direction, which is the direction of movement of the damage image in the combined image, will be a direction closer to the first direction than the second direction, that is, to the left or diagonally to the left at an angle of less than 90 degrees to the left.
[0062] When the processing in step S312 or S322 is completed, the processor 110 finishes the movement direction determination process OP300 and proceeds to step S118 in Figure 3. In step S118, the processor 110 performs the processing as the determination unit 204, that is, the movement path determination process OP400 which determines the movement path for moving the display content. Figure 6 is a flowchart showing the flow of this movement path determination process OP400.
[0063] First, in step S402, the processor 110 determines whether the attack was successful or not. If the result of this determination is "YES", the processor 110 proceeds to step S412, and if it is "NO", that is, if the attack was defended, it proceeds to step S432.
[0064] Next, in step S412, the processor 110 determines the starting point Ps of the damage image's movement. Ideally, the starting point Ps of the damage image's movement is a position that satisfies the following conditions. a. The starting point Ps of the damage image's movement is located away from the reference point of the second game element in the direction of movement determined in step S116 of Figure 3 (specifically, step S312 of Figure 5). b. The starting point Ps of the damage image movement should be located at a distance from the reference point that is short enough for the user to recognize the reference point. c. The starting point Ps for the movement of the damage image should be located at a distance from the reference point such that the second game element does not obstruct the visibility of the damage image. However, since it can be difficult to find a starting point Ps that satisfies all of these conditions, in practice, a point that satisfies, for example, conditions a and b above may be used as the starting point Ps.
[0065] Next, in step S414, the decision unit 204, which is the processor 110, determines whether or not it is necessary to correct the direction of movement determined in step S116 in Figure 3 (specifically, step S312 in Figure 5). In this step S414, the processor 110 determines whether or not movement image recording data is stored in the storage unit 120, and if it is stored, it refers to the contents of that movement image recording data.
[0066] Figure 9 illustrates this moving image recording data. This moving image recording data is generated by the processor 110 in step S120 (described later) and stored in the storage unit 120 each time an attack is detected in step S108 of Figure 3 and the result of the attack is detected in step S112 of Figure 3. This moving image recording data is generated for the damage image when the attack is successful and the damage image is displayed and moved. This moving image recording data is also generated for the combined image when the attack is defended and the combined image is displayed and moved.
[0067] As shown in Figure 9, the movement image recording data includes attack ID, type data, movement start point data, movement direction data, and movement start time data. Here, the attack ID is the attack ID of a successful or defended attack. The type data indicates either a damage image displayed due to a successful attack, or a combined image displayed due to a defended attack. The movement start point data indicates the starting point of movement for the damage image or combined image. The movement direction data indicates the direction of movement for the damage image or combined image. The movement start time data indicates the start time of movement for the damage image or combined image.
[0068] Here, if two or more pieces of moving image recording data satisfying the movement direction correction condition are stored in the storage unit 120, including movement start point data indicating the same movement start point Ps determined in step S412, movement direction data indicating the same movement direction as determined in step S116 of Figure 5, and movement start time data indicating a start time where the time difference from the current time is within a predetermined time, the judgment result in step S414 of Figure 6 is "YES". Here, the predetermined time is determined based on the length of time during which the damage image is displayed on the screen.
[0069] If the result of step S414 is "YES", the processor 110, which is the decision unit 204, corrects the latest direction of movement determined in step S312 in Figure 5 so that it is tilted by a predetermined angle from the direction of movement indicated by the direction of movement data in the moving image recording data (step S416). In this way, when damage images move from a common starting point multiple times in a time sequence, the movement path of the latest damage image is shifted from the movement path of the preceding damage image, thereby avoiding a decrease in the visibility of the damage images due to the overlapping of three or more damage images. When the processing in step S416 is completed, the processor 110 proceeds to step S418.
[0070] On the other hand, if two or more moving image recording data are not stored in the storage unit 120, or if two or more stored moving image recording data do not satisfy the above-mentioned movement direction correction conditions, the judgment result of step S414 in Figure 6 will be "NO", and the processor 110 will proceed to step S418.
[0071] Next, in step S418, the processor 110, which is the determination unit 204, determines the movement distance L of the damaged image based on the damage value DM determined in step S114 in Figure 3. Specifically, the larger the damage value DM, the longer the movement distance L is set. In this embodiment, the damaged image is moved by the distance determined in step S418 over a certain amount of time. Therefore, the larger the damage value DM and the longer the movement distance, the faster the movement speed of the damaged image becomes. In this way, in this embodiment, the movement speed of the damaged image is changed according to the damage value DM.
[0072] Next, in step S420, the processor 110, which is the determination unit 204, finds a position that is separated from the starting point Ps determined in step S412 by the movement distance L determined in step S418 in the direction of movement determined in step S312 in Figure 5, and sets this position as the ending point Pe.
[0073] On the other hand, if the result of the judgment in step S402 is "NO" and the process proceeds to step S432, the processor 110, which is the decision unit 204, determines the starting point Ps of the movement of the combined image consisting of the damage image and the defense image. The method for determining this starting point Ps is the same as the method for determining the starting point Ps of the damage image in step S412 described above.
[0074] Next, in step S434, the decision unit 204, which is the processor 110, determines whether or not it is necessary to correct the direction of movement determined in step S116 in Figure 3 (specifically, step S322 in Figure 5). If the result of this determination is "YES", step S436 is executed and the process proceeds to step S438. If the result is "NO", the process proceeds to step S438 without executing step S436. Here, since the combined image consisting of the damage image and the defense image is larger in size than the damage image, the degree of decrease in visibility when the movement paths overlap between the two combined images is greater than the degree of decrease in visibility when the movement paths overlap between the two damage images. Therefore, in step S434, the necessity of correcting the direction of movement is determined under less stringent conditions than in step S414. For example, in step S434, the determination result is "YES" if one or more movement image recording data that satisfies the above-mentioned movement path correction conditions are stored in the storage unit 120.
[0075] Next, proceeding to step S438, the processor 110, which is the determination unit 204, determines a predetermined distance as the displacement distance L of the combined image.
[0076] Next, in step S440, the determination unit 204, which is the processor 110, determines a position that is separated from the starting point Ps determined in step S432 by the movement distance L determined in step S438 in the movement direction determined in step S322 in Figure 5, and sets this position as the ending point Pe.
[0077] When step S420 or S440 is completed, the processor 110 terminates the movement path determination process OP400 and proceeds to step S120 in Figure 3. In step S120, the processor 110 constructs movement image recording data using the attack ID of the attack detected in step S108, type data indicating the type of movement image to be displayed (damage image / combined image), movement start point data indicating the starting point of the movement of the display content (damage image / combined image) generated as a result of the attack, movement direction data indicating the direction of movement, and movement start time data indicating the current time, and stores this movement image recording data in the storage unit 120.
[0078] Next, proceeding to step S122, the processor 110 performs processing as the display control unit 202. Specifically, the processor 110 executes the moving image generation process OP500 shown in Figure 7 by activating the moving image generation routine. This moving image generation process OP500 is the process of drawing a video in which the display content determined in step S114 moves along the movement path determined in step S118.
[0079] Next, in step S124, the processor 110 erases the attack data that triggered the processing in steps S114 to S122. Once step S124 is completed, the processor 110 returns to step S102.
[0080] If attack data is generated at short time intervals, the moving image generation process OP500 may be executed in parallel multiple times, partially overlapping on the time axis. In addition, the drawing resulting from the execution of the moving image generation process OP500 and the drawing in step S106 are also executed in parallel.
[0081] Next, referring to Figure 7, the moving image generation process OP500, which is executed by the processor 110 executing the moving image generation routine, will be described. In the following, the contents of the moving image generation process OP500 will be explained using the drawing of a damage image as an example. First, in step S502, the processor 110 performs initial settings. In this initial setting, the processor 110 sets the initial value of the size of the damage image to be displayed to the starting size SZs determined in step S214 of Figure 4. The processor 110 also sets the drawing position of the damage image to the starting point Ps determined in step S412 of Figure 6. Next, proceeding to step S504, the processor 110 draws the damage image which has the set size and is located at the drawing position.
[0082] Next, in step S512, the processor 110 moves the drawing position along the movement path determined in step S118 in Figure 3 by a predetermined distance, specifically a distance L / N (where N is the number of times the damage image is drawn during movement) corresponding to the movement distance L. Next, in step S514, the processor 110 increases the size of the damage image by a predetermined size, specifically (SZe-SZs) / N. Next, in step S516, the processor 110 draws the damage image which has the set size and is located at the drawing position.
[0083] Next, in step S520, the processor 110 determines whether the movement of the damage image has finished. This determination may be based on whether the movement of the damage image has been performed N times, or on whether the drawing position of the damage image has reached the end point Pe. If the result of this determination is "NO", the processor 110 returns to step S512 and repeats the processing in steps S512 to S520. On the other hand, if the result of the determination in step S520 is "YES", the processor 110 proceeds to step S522.
[0084] Next, proceeding to step S522, the processor 110 erases the moving image recording data stored in the storage unit 120 in step S120 of Figure 3 before starting the moving image generation routine. Once the processing in step S552 is completed, the processor 110 terminates the moving image generation process OP500. The above explanation of the flow of the moving image generation process OP500 was given using the example of a damaged image as the drawing target, but the processing flow is similar when the drawing target is a combined image.
[0085] [3.1. First example of operation] Figures 10 and 11 show images displayed on the display unit 150 in a first operation example of this embodiment. In Figure 10, the player character C11 is holding a sword C11a and is attempting to attack the enemy character C2, which is the second game element, with this sword C11a. In Figure 11, the player character C11 slashes the enemy character C2 with the sword C11a, and the attack is successful.
[0086] In this first example of operation, at the start of an attack, attack data including attack position data indicating the position of the player character C11 is stored in the storage unit 120. In this attack data, the attack position data indicates the position of the player character C11 at the start of the attack, that is, the position to the left of the enemy character C2, which is the second game element, in Figure 10. Therefore, when the attack is successful, as shown in Figure 11, the direction of movement of the damage image PDM, which shows the damage value DM=12, is to the right. The starting point Ps of the damage image's movement is located slightly to the right from the reference point of the enemy character C2, which is the second game element. The damage image PDM then moves to the right from this starting point Ps, increasing in size along the way.
[0087] According to this first example of operation, the damage image PDM moves away from the enemy character C2, reducing the possibility of the damage image PDM overlapping with the enemy character C2 and thus improving the visibility of the damage image PDM. Also, according to this first example of operation, the damage image PDM moves while increasing in size, which can attract the user's attention. Furthermore, according to this first example of operation, the damage image PDM moves to the right, which is the opposite direction from the direction from the second game element, the enemy character C2, to the first game element, the playable character C11. Therefore, the user can easily recognize from the direction of movement of the damage image PDM that the first game element, the playable character C11, attacked the second game element. Note that in this first example of operation, the position of the playable character C11 at the start of the attack is to the upper left of the second game element, the enemy character C2, and when the attack is successful, the direction of movement of the damage image PDM may be to the right horizontally, which is closer to the lower right direction, opposite to the upper left direction.
[0088] [3.2. Second example of operation] Figure 12 shows an image displayed on the display unit 150 in a second operation example of this embodiment. In Figure 12, the player character C11 is holding a whip C11b and attacks the enemy character C2 with the whip C11b three times, and all of these attacks are successful.
[0089] In the first and second attacks, the whip C11b hits the enemy character C2, which is the second game element. In the two movement image recording data corresponding to these attacks, the movement start point data and movement direction data are the same between each movement image recording data.
[0090] Then, if the third attack is successful within a predetermined time after the first attack, the result of the judgment in step S414 in Figure 6, which is executed immediately afterward, becomes "YES", and the movement direction of the damage image PDM is corrected (step S416).
[0091] Figure 12 shows three damage images PDM1 to PDM3 that are displayed and moved by three attacks. The first attack generates damage image PDM1, which shows a damage value DM=7. The second attack generates damage image PDM2, which shows a damage value DM=18. During the second attack, there are not two or more movement image recording data that satisfy the movement direction correction conditions described above stored in the storage unit 120, so the judgment result in step S414 in Figure 6 is "NO". Therefore, at the time the second attack is successful, damage image PDM2, which shows a damage value DM=18, moves along a movement path that overlaps with the movement path of damage image PDM1, which shows a damage value DM=7 from the first attack.
[0092] However, when the third attack is successful, two or more movement image recording data that satisfy the movement direction correction conditions described above are stored in the storage unit 120, so the judgment result in step S414 in Figure 6 becomes "YES". For this reason, the movement direction of the damage image PDM3, which shows the damage value DM=12 displayed as a result of the success of the third attack, is corrected to a movement direction that is tilted relative to the movement directions of the first and second damage images PDM1 and PDM2.
[0093] If all three damage images PDM1 to PDM3, which are displayed three times, were to move along overlapping paths, it would be extremely difficult to recognize them as separate objects. However, in this embodiment, while damage images PDM1 and PDM2 move in the same direction during the first and second displays, the movement direction of damage image PDM3 during the third display is different from that of the first and second displays, and the movement path of damage image PDM3 is shifted from the movement paths of damage images PDM1 and PDM2. Therefore, it is possible to avoid the overlapping movement paths of damage images PDM1 to PDM3, which would make them extremely difficult to distinguish.
[0094] Furthermore, as illustrated in Figure 12, damage image PDM2 showing a damage value DM=12 has a larger final size SZe and a longer travel distance L than damage image PDM1 showing a damage value DM=7. Also, damage image PDM2 showing a damage value DM=18 has a larger final size SZe and a longer travel distance L than damage image PDM3 showing a damage value DM=12. This is because the processing in step S216 in Figure 4 and the processing in step S418 in Figure 6 are executed.
[0095] Thus, in this embodiment, changes in damage values can be recognized by changes in the end size and movement distance of the damage image.
[0096] [3.3. Example of the third operation] Figure 13 shows the image displayed on the display unit 150 in the third operation example of this embodiment. In Figure 13, the player character C11, who is to the left of the enemy character C2, throws a knife C11c at the enemy character C2, and this attack is successful. Also in Figure 13, almost simultaneously with the attack by player character C11, another player character C12, who is to the right of the enemy character C2, throws a knife C12c at the enemy character C2, and this attack is successful.
[0097] In this third example of operation, when the controlled character C11 throws the knife C11c, attack data including attack position data indicating the position of the controlled character C11's reference point is stored in the storage unit 120. Similarly, when the controlled character C12 throws the knife C12c, attack data including attack position data indicating the position of the controlled character C12's reference point is stored in the storage unit 120.
[0098] In Figure 13, the damage image PDM1, which shows a damage value DM=19, is the damage image displayed by an attack from the player character C11. In the attack data corresponding to this attack, the attack position data indicates the position of the player character C11 at the start of the attack, that is, the position to the left from the perspective of the enemy character C2. Therefore, the direction of movement of the damage image PDM1 is to the right.
[0099] Furthermore, in Figure 13, the damage image PDM2, which shows a damage value DM=25, is the damage image displayed by an attack from the player character C12. In the attack data corresponding to this attack, the attack position data indicates the position of the player character C12 at the start of the attack, that is, the position to the right from the perspective of the enemy character C2. Therefore, the direction of movement of the damage image PDM2 is to the left.
[0100] Thus, in this embodiment, the user can recognize the location of the character that inflicted the attack based on the direction of movement of the damage image. Therefore, especially when multiple characters C11 and C12 attack the enemy character C2 from multiple directions, as illustrated in Figure 13, the entity that generated the damage image can be easily recognized from the direction of movement of the damage image.
[0101] [3.4. Fourth example of operation] Figure 14 shows the image displayed on the display unit 150 in the fourth operation example of this embodiment. In Figure 14, the player character C11, who is to the left of the enemy character C2, throws a boomerang C11d to the right. After the boomerang C11d passes over the enemy character C2, it changes direction towards the enemy character C2, hits the enemy character C2 from the right, and the attack is successful.
[0102] In this fourth example of operation, the attack is considered to have started the moment the boomerang C11d leaves the hand of the player character C11, and attack data, including attack position data indicating the position of the player character C11, is stored in the storage unit 120. In this attack data, the attack position data indicates the position where the player character C11 is located at the start of the attack, that is, the position to the left of the enemy character C2, which is the second game element, in Figure 14.
[0103] In Figure 14, the damage image PDM, which shows a damage value DM=16, is the damage image displayed by an attack from the player character C11. In the attack data corresponding to this attack, the attack position data indicates the position of the player character C11 at the start of the attack, that is, the position to the left from the perspective of the enemy character C2. Therefore, the direction of movement of the damage image PDM is to the right.
[0104] As described above, according to this embodiment, in particular as illustrated in Figure 14, when attacking enemy character C2 with a weapon that changes direction of movement after the attack has started, the location of the operating character C11, which is the main attacker that generated the damage image PDM, can be easily recognized from the direction of movement of the damage image PDM.
[0105] [3.5. Example of the fifth action] Figure 15 shows the image displayed on the display unit 150 in the fifth operation example of this embodiment. In Figure 15, the player character C11, located to the left of the enemy character C2, attacks the enemy character C2 with a sword C11a held in its hand. However, the enemy character C2 defends itself against this attack with a shield C2a held in its hand.
[0106] In this case, the judgment result in step S202 in Figure 4 is "NO", and in step S122 in Figure 3, a combined image PGU consisting of a damage image and a defense image is displayed on the display unit 150, and this combined image moves within the screen of the display unit 150. Figure 15 shows the combined image PGU displayed in this way. As described above, the direction of movement of the damage image when an attack is defended is a fourth direction, which is closer to the first direction (in this case, the left direction) than the second direction (in this case, the right direction) which is opposite to the first direction (in this case, the left direction) from the second game element (in this case, the enemy character C2) to the first game element (in this case, the player character C11). The defense image moves along with the damage image. Therefore, the direction of movement of the combined image PGU is the fourth direction. In the example shown in Figure 15, the fourth direction, which is the direction of movement of the combined image PGU, is a diagonal left direction (upper left or lower left) tilted at an angle of less than 90 degrees relative to the left direction. The left direction is the direction in which the attacking character C11 is located, but by tilting it at an angle of less than 90 degrees relative to the left, it is set to a diagonal left direction (upper left or lower left), making it easier to recognize the location of the attacking character C11.
[0107] Thus, in this embodiment, when an attack is defended, a combined image PGU containing the defense image is displayed, and this combined image PGU moves to the side where the attacker is located. Therefore, the movement of the combined image PGU can be used to simulate the attack being repelled back to the first game element by the second game element.
[0108] [3.6. Example of the 6th operation] Figure 16 shows the image displayed on the display unit 150 in the sixth operation example of this embodiment. In Figure 16, the player character C11, located to the left of the enemy character C2, attacks the enemy character C2 multiple times with the whip C11b he is holding. However, the enemy character C2 defends against all of these attacks with the shield C2a he is holding.
[0109] In this case, during the first defense, the judgment result in step S202 in Figure 4 is "NO", and in step S122 in Figure 3, a combined image PGU consisting of the damage image and the defense image is displayed on the display unit 150, and this combined image moves within the screen of the display unit 150.
[0110] Furthermore, during the second defense, the judgment result in step S202 in Figure 4 becomes "NO". If the time interval between the first and second defenses is within a predetermined time, the judgment result in step S434 in Figure 6 becomes "YES", and the movement direction of the combined image is corrected (step S436).
[0111] In Figure 16, the two combined image PGUs are moving toward the attacker, the operating character C11. However, because these two combined image PGUs are moving in different directions, their movement paths are offset from each other. Therefore, it is possible to avoid the combined image PGUs overlapping and reducing visibility.
[0112] [4. Effects of the Embodiment] As described above, in this embodiment, the game program PRG has the processor 110 function as a display control unit 202 that displays a first game element and a second game element on the screen, and a determination unit 204 that determines the direction of movement of a damage image indicating the damage value DM related to the effect of the first game element, based on the relative position of the first game element with respect to the second game element that is affected (specifically, an attack), when the first game element has an effect on the second game element. The display control unit 202 then moves the damage image in the direction of movement on the screen of the display unit 150. According to this embodiment, since the damage image moves in the direction of movement determined by the determination unit 204, the damage image moves away from the second game element, thus mitigating the decrease in the visibility of the damage image.
[0113] To elaborate further, in this embodiment, during the movement of the damage image, a state occurs where the damage image does not overlap with the second game element. Even if the damage image overlaps with the second game element at the start of the movement, if a state of non-overlap occurs even temporarily afterward, the damage value DM of the damage image can be read in that state. Furthermore, even if, after a state of non-overlap between the damage image and the second game element occurs, fragments of the second game element destroyed by an attack fly and overlap with the damage image, there is no problem because the damage value DM of the damage image was read before that. Thus, in this embodiment, as the damage image moves, a state of non-overlap between the damage image and the second game element occurs, making it easier to see the damage value DM of the damage image.
[0114] Furthermore, in this embodiment, the display control unit 202 moves the damage image in the direction determined by the determination unit 204, thereby attracting the user's attention to the damage image and displaying the damage image in an impactful manner.
[0115] Furthermore, in this embodiment, the determination unit 204 determines the direction of movement of the damage image based on the relative position of the first game element with respect to the second game element affected. Therefore, the user can recognize the location of the first game element that was affected by the displayed damage image from the direction of movement of the damage image. Thus, the user's attention can be drawn to the damage image PDM.
[0116] Furthermore, in this embodiment, the determination unit 204 determines a third direction as the direction of movement of the damage image, which is closer to the second direction (opposite to the first direction) than to the first direction (from the second game element towards the first game element). Therefore, according to this embodiment, the location of the first game element that was affected becomes intuitively easier to understand.
[0117] Furthermore, in this embodiment, if the effect of the action is hindered, the determination unit 204 determines a fourth direction as the direction of movement of the damage image, which is closer to the first direction than the second direction which is opposite to the first direction from the second game element toward the first game element.
[0118] Therefore, according to this embodiment, it is possible to clearly inform the user that an attack has been defended against. Furthermore, the reflection of an effect applied from the first game element to the second game element back to the first game element can be represented by the movement of the damage image in a fourth direction.
[0119] Furthermore, in this embodiment, if the second game element is affected multiple times within a predetermined time, the determination unit 204 shifts the movement paths of the damage images for at least two of the effects relative to each other.
[0120] Therefore, according to this embodiment, it is possible to avoid the overlapping of damage images displayed multiple times, which would reduce the visibility of the damage images.
[0121] Furthermore, in this embodiment, the determination unit 204 changes the size, movement distance, and movement speed of the damage image according to the damage value DM. Therefore, according to this embodiment, the user can easily recognize the degree of effect of the action that has been applied to the second game element.
[0122] [B. Variant] Each of the above forms can be modified in various ways. Specific examples of modifications are given below. Two or more forms arbitrarily selected from the following examples can be combined as appropriate, within the bounds of mutual consistency. In the modified examples given below, for elements whose function or action is equivalent to that of the embodiments, the same reference numerals used in the above description will be reused, and detailed explanations of each will be omitted as appropriate.
[0123] [First variation] In the above embodiment, as the damage image moves away from the second game element, the possibility of a state where the damage image and the second game element do not overlap increases, and it is expected that the visibility of the damage image will improve. However, there may be cases where a state where the damage image and the second game element do not overlap does not occur during the movement of the damage image. Therefore, after the movement path of the damage image is determined by executing step S118 in Figure 3 described above, the movement path correction process OP600 shown in Figure 17 may be executed.
[0124] First, in step S602, the processor 110 evaluates the visibility of the damage image when it is moved along the determined movement path. Specifically, at each of the M1 positions (M1 is an integer greater than or equal to 2) on the movement path, the overlapping area between the damage image and the second game element is calculated, and the ratio Ra of this overlapping area to the area of the damage image is calculated. Then, the number M2 of the M1 positions on the movement path where the ratio Ra is less than or equal to the threshold th1 is calculated, and the ratio M2 / M1 of this number M2 to the number M1 is calculated. The larger this ratio M2 / M1 is, the higher the visibility of the damage image.
[0125] Next, in step S604, the processor 110 determines whether or not the travel path needs to be corrected based on the ratio M2 / M1 obtained in step S602. If the ratio M2 / M1 obtained in step S602 is less than the threshold th2, the result of the determination in step S604 is "YES", and the process proceeds to step S606. If the ratio M2 / M1 obtained in step S602 is greater than or equal to the threshold th2, the result of the determination in step S604 is "NO", and the processor 110 terminates the travel path correction process OP600.
[0126] Next, in step S606, the processor 110 generates multiple alternative movement paths for the damage image based on the relative position of the second game element to the first game element. For example, if the movement path of the damage image was a movement path toward the right before the execution of the movement path correction process OP600, the processor 110 generates a movement path toward the upper right (first alternative) and a movement path toward the lower right (second alternative).
[0127] Next, in step S608, the processor 110 evaluates the visibility of the damage image when the damage image is moved along each of the multiple alternative movement paths.
[0128] Next, in step S610, the processor 110 selects the movement path that provides the best visibility based on the visibility evaluation results in step S608 and step S602, and sets it as the movement path for the damaged image. In step S610, it is possible that the visibility of the damaged image in the original movement path is better than the visibility of the damaged image in the alternative movement path, and the original movement path is selected.
[0129] [Second variation] In the first modification, for example, the second game element may be a part of a giant enemy character. Figure 18 illustrates such a situation. In this example, part C2e of the giant enemy character C2 is the second game element. The player character C11 attacks part C2e with sword C11a, and the attack is successful. Figure 18 shows how the damage image PDM moves in this case. As in this example, when the enemy character C2 is giant and the player character C11 attacks part C2e of the enemy character C2, it is difficult to move the damage image PDM so as not to overlap with the enemy character C2. Therefore, in this example, the attacked part C2e is treated as the second game element, and the damage image PDM is moved along a movement path that does not overlap with part C2e, which is the second game element. In this case, the giant enemy character C2 becomes the background of the damage image PDM, but usually this background does not change color much depending on the location, so the decrease in visibility of the damage image PDM is slight.
[0130] [Third variation] Figure 19 shows the image displayed on the display unit 150 in the third modified example. In the example shown in Figure 19, similar to the second operation example of the above embodiment (see Figure 12), the operator character C11 holds the whip C11b in his hand and attacks the enemy character C2 with the whip C11b three times, and all of these attacks are successful.
[0131] In the second example of operation, the determination unit 204 shifted the movement paths of each damage image by tilting the movement direction of the damage image PDM3, which is displayed in response to the third successful attack, relative to the movement directions of the damage images PDM1 and PDM2, which were displayed in response to the first and second successful attacks.
[0132] In contrast, in the third modified example, the determination unit 204 shifts the starting point of the damage image PDM3, which is displayed in response to the third successful attack, from the starting points of the damage images PDM1 and PDM2, which were displayed in response to the first and second successful attacks, along a direction perpendicular to the movement direction of each damage image, thereby shifting the movement paths of each damage image relative to each other. In this embodiment as well, it is possible to avoid a decrease in the visibility of the damage images PDM1 to PDM3.
[0133] Furthermore, a modified version combining this third modified version and the second example of operation is also conceivable. That is, when displaying and moving damage image PDM3 in response to the success of the third attack, it is moved a predetermined distance from the starting point in a direction inclined with respect to the movement direction of damage images PDM1 and PDM2, and then the movement direction of damage image PDM3 is aligned with the movement direction of damage images PDM1 and PDM2, and damage image PDM3 is moved along this movement direction. In this embodiment as well, since the movement path of damage image PDM3 is deviated from the movement path of damage images PDM1 and PDM2, it is possible to avoid a decrease in the visibility of damage images PDM1 to PDM3.
[0134] [Fourth variation] Figure 20 illustrates the method for determining the direction of movement of the damage image in the fourth modification. In the fourth modification, an action generation area AR1 is set for the first game element, the playable character C11, where an effect occurs when an attack is performed. Additionally, an effect generation area AR2 is set for the second game element, the enemy character C2, where damage occurs if an attack reaches the enemy character C2. In the fourth modification, when the action generation area AR1 and the effect generation area AR2 collide, it is considered that an attack has occurred, and the direction of movement of the damage image is determined based on the relative position of the reference point AR1Q of the action generation area AR1 with respect to the reference point AR2Q of the effect generation area AR2 at that time. In the fourth modification, the reference point AR1Q is the center point of the action generation area AR1, and the reference point AR2Q is the center point of the effect generation area AR2. At the time of the attack, if the reference point AR1Q is to the left of the reference point AR2Q, the direction of movement of the damage image will be, for example, to the right, and if the reference point AR1Q is to the right of the reference point AR2Q, the direction of movement of the damage image will be, for example, to the left. This embodiment has the advantage that the process for determining the direction of movement of the damage image is simple. Furthermore, when the position of the reference point AR1Q of the action generation area AR1 is located diagonally above and to the left of the reference point of the effect generation area AR2, and the action generation area AR1 and the effect generation area AR2 collide, and an attack is deemed to have occurred, the direction of movement of the damage image may be determined to be a horizontal direction to the right, which is closer to the diagonal downward direction to the right, opposite to the diagonal upward direction to the left. In addition, as a technical term in game programming, the action generation area and the effect generation area in the fourth modification are sometimes collectively referred to as the "hit detection area" or "collision detection area".
[0135] [Fifth variation] Figure 21 is a flowchart of the movement path determination process OP700 executed by the processor 110 in the fourth modified example. In this fourth modified example, the process of determining the movement path proceeds without waiting for the direction of movement to be determined. The movement path determination process OP700 shown in Figure 20 is executed by the processor 110 when the result of an attack on the second game element by the first game element occurs.
[0136] First, in step S702, the processor 110 determines several candidate starting points for movement based on the reference point of the second game element. These candidate starting points are located at a minimum distance from the reference point that does not reduce the visibility of the damage image and does not make it difficult to determine the location of the second game element.
[0137] Next, in step S704, the processor 110 determines a preferred ending point for each of the multiple candidate starting points. A preferred ending point is one in which, when the damage image moves from the starting point to the ending point, the user can easily recognize the location of the first game element from the direction of movement of the damage image.
[0138] Next, in step S706, the processor 110 evaluates the visibility of the damage image moving along each movement path from the multiple candidate movement start points determined in step S702 to the multiple movement end points determined in step S704.
[0139] Next, in step S708, the processor 110 selects the movement path that yielded the best visibility evaluation result among the multiple movement paths. In this way, the movement path with the least reduction in the visibility of the damaged image is determined.
[0140] [Sixth variation] Figure 22 shows the image displayed on the display unit 150 in the sixth modified example. In Figure 22, the player character C11 attacks the enemy character C2 with the sword C11a, and since the attack is successful, a damage image PDM showing a damage value DM=20 is displayed.
[0141] In the sixth modified example, the determination unit 204 determines, for example, that the direction of movement is to the right based on the relative position of the operated character C11 with respect to the enemy character C2. The determination unit 204 then sets the axis to the right as the central axis AX, and defines the movement path RT of the damage image PDM as a triangular wave-like oscillation path that crosses this central axis AX. Furthermore, the determination unit 204 increases the amplitude of the triangular wave in the triangular wave-like oscillation path RT as the damage value DM increases. In Figure 22, the movement path RT shown by the solid line is the movement path of the damage image PDM indicating a damage value DM = 20. When the damage value DM indicated by the damage image PDM becomes less than 20, the damage image PDM moves along a movement path RT', where the amplitude of the triangular wave is smaller than that of the movement path RT, as shown by the dashed line in Figure 22.
[0142] According to this sixth modification, the damage image PDM moves while vibrating, thus attracting the user's attention to the damage image PDM. Furthermore, since the amplitude of the vibration of the movement path RT increases in proportion to the damage value DM, it becomes easier for the user to recognize the damage value DM. Note that the shape of the movement path RT does not necessarily have to be a triangular wave shape; it may also be a sine wave shape or the like.
[0143] [7th variation] In the above embodiment, when the attack of the player character C11 against the enemy character C2 is defended, a combined image consisting of a defense image and a damage image is displayed, and this defense image is moved along with the damage image (see Figure 15). However, when an attack is defended, only the defense image may be displayed without displaying the damage image, and the defense image may be moved within the screen. In this case, the determination unit 204 determines a fifth direction that is closer to the first direction than a second direction opposite to the first direction from the second game element, the enemy character C3, toward the first game element, the player character C11, as the second direction of movement, and the display control unit 202 moves the defense image in the second direction of movement on the screen of the display unit 150 without displaying the damage image.
[0144] In this embodiment, even if there is no damage from the attack, a defensive image indicating that the attack was blocked is displayed, so the user can recognize that the attack was blocked. Furthermore, in this embodiment, the effect applied from the first game element to the second game element being deflected back from the second game element to the first game element can be represented by the movement of the defensive image in a second direction.
[0145] [8th variation] In the above embodiment, the determination unit 204 changed the size, movement distance, and movement speed of the damage image PDM according to the damage value DM. However, the processing performed by the determination unit 204 with respect to the display of the damage image PDM is not limited to this. For example, the determination unit 204 may change at least one of the size, movement distance, and movement speed of the damage image PDM according to at least one of the manner of the effect on the second game element and the degree of the effect of the effect.
[0146] The nature of the effect includes, for example, the weapon used by the player character in an attack, or the enhancement level (enhancement level, etc.) of the player character's skills. The degree of the effect is, for example, the damage value (DM). The effect of the effect is involved in determining at least one of the size, distance, and speed of the damage image (PDM) because the effect of the effect does not depend solely on the nature of the effect of the weapon, etc., but is also influenced by the toughness of the enemy character, etc.
[0147] According to this embodiment, the user can recognize at least one of the manner of action or the degree of the effect of the action based on at least one of the size, distance traveled, and speed of travel of the damage image PDM.
[0148] [9th variation] In the ninth modified example, the determination unit 204 determines the display color of the damage image PDM based on the attributes of the first game element that affect the second game element. For example, if the playable character, which is the second game element, has the water attribute, the damage image PDM is displayed in light blue, and if the playable character has the fire attribute, the damage image PDM is displayed in red. In the above embodiment, when the second game element is affected, the visibility of the damage image is reduced due to the damage image PDM overlapping with the second game element. Therefore, in the ninth modified example, it becomes easier for the user to recognize the attributes of the first game element based on the display color of the damage image PDM.
[0149] [10th variation] In step S118 of Figure 3, when the movement path of the damage image PDM is determined, it is possible that the damage image PDM or a part of it at the end point of movement may go outside the screen of the display unit 150 and not be displayed. In such a case, the determination unit 204 may modify the movement direction of the damage image PDM so that the damage image PDM at the end point of movement fits within the screen. Alternatively, without modifying the movement direction, the movement distance of the damage image PDM may be shortened, and the end size of the damage image PDM may be increased by the amount by which the movement distance was shortened.
[0150] [11th variation] The precision of the operation that causes the first game element to act as an attacker against the second game element can be arbitrarily determined according to the operability of the control unit 140, specifically the type and amount of operation information that the control unit 140 can generate. For example, if the operability of the control unit 140 is high, the first game element, which is the arms or legs of the player character, or a weapon such as a whip equipped by the player character, may be operated according to the operation information obtained from the control unit 140, causing the first game element to perform fine movements. Alternatively, if the operability of the control unit 140 is low and only a limited amount of operation information can be obtained from it, one of several predefined attack patterns (e.g., a frontal attack with a whip or a rear attack with a whip) may be selected based on the operation information, and the first game element may be operated according to that attack pattern. In this case, the action generation area AR1 and the effect generation area AR2 (see Figure 20) shown in the fourth modified example may be determined according to the attack pattern.
[0151] [12th variation] In the above embodiment, the game space is a two-dimensional plane, and the first and second game elements act within this two-dimensional plane. However, the game space may be a three-dimensional space, and the first and second game elements acting within this three-dimensional space may be displayed three-dimensionally on the screen of the display unit 150. In this case, if the direction of movement of the damage image PDM is, for example, the depth direction of the screen, the movement of the damage image PDM will be difficult for the user to see. Therefore, when the first game element acts on the second game element, the determination unit 204 should determine the direction of movement of the damage image PDM based on the relative position of the first game element with respect to the second game element within the screen of the display unit 150.
[0152] [13th variation] In the above embodiment, when the first game element affects the second game element, an image showing a numerical value related to the effect of the effect was displayed. However, the image to be displayed may be an image that shows something other than a numerical value. For example, when the first game element affects the second game element, an image of a person's face whose expression changes according to the effect of the effect may be displayed.
[0153] [C. Addendum] From the above description, the present invention can be understood as follows, for example. For the sake of ease of understanding each aspect, reference numerals in the drawings are conveniently added in parentheses below, but this does not mean that the present invention is limited to the illustrated aspects.
[0154] [Note 1] In one aspect of this invention, a game program (PRG) includes a processor (110) that functions as a display control unit (202) that displays a first game element (C11) and a second game element (C2) on a screen, and a determination unit (204) that, when the first game element affects the second game element, determines the direction of movement of an image indicating a numerical value related to the effect of the effect based on the relative position of the first game element with respect to the second game element affected by the effect, and the display control unit (202) moves the image indicating the numerical value on the screen in the direction of movement.
[0155] The first and second game elements are any two game elements from a group of game elements that play a role in advancing the game. The game progresses as the first game element interacts with the second game element. An example of the first game element is the playable character controlled by the user. An example of the second game element is an enemy character that is opposed to the playable character.
[0156] An action is, for example, an attack. In this case, the first game element is the player character or the weapon used by the player character. The second game element is the enemy character attacked by the first game element or the part of the enemy character attacked by the first game element. If the action is an attack, the effect of the action is the damage inflicted on the second game element by the attack. Note that the effect of the action is not limited to a negative effect such as damage, but may also be a positive effect such as damage recovery.
[0157] According to this embodiment, as the image showing the numerical value related to the effect of the action moves in the direction of movement determined by the determination unit (204), the image moves away from the second game element, thus mitigating the decrease in the visibility of the image.
[0158] Furthermore, according to this embodiment, the determination unit (204) determines the direction of movement of an image indicating a numerical value related to the effect of the action based on the relative position of the first game element with respect to the second game element affected by the action. As a result, the user can recognize the location of the first game element that was affected by the action from the direction of movement of the displayed image.
[0159] [Note 2] In Appendix 1, the determination unit (204) may determine a movement path based on the movement direction, and the display control unit (202) may move an image showing the numerical value along the movement path on the screen.
[0160] This embodiment has the advantage of being easy to process because the movement path can be determined at the time the direction of movement is determined. The movement path of an image showing numerical values is, for example, a linear movement path along the direction of movement. However, the movement path of an image showing numerical values only needs to be based on the direction of movement of the image showing numerical values, and does not need to be a linear movement path along the direction of movement. For example, the movement path may be a wave-like movement path that moves in the direction of the axis while repeatedly crossing the axis along the direction of movement.
[0161] [Note 3] In appendix 1 or 2, the determination unit (204) may determine the direction of movement of the image showing the numerical value such that the possibility of overlap between the second game element and the image showing the numerical value moving on the screen is reduced.
[0162] According to this embodiment, compared to determining the direction of movement based solely on the relative position of the first game element to the second game element, it is possible to increase the likelihood of improved visibility of the image showing the numerical value related to the effect of the action.
[0163] [Note 4] In any one of the appendices 1 to 3, the determination unit (204) may determine a third direction as the direction of movement of the image showing the numerical value, which is closer to the second direction opposite to the first direction than to the first direction moving from the second game element toward the first game element.
[0164] A third direction that is closer to the second direction (opposite to the first direction) than to the first direction means, for example, a third direction in which the angle of the third direction with respect to the first direction is greater than 90 degrees, and the angle of the third direction with respect to the second direction is less than 90 degrees.
[0165] According to this embodiment, the user can recognize the location of the first game element that has an effect on the second game element from the direction of movement of the image showing the numerical value related to the effect.
[0166] [Note 5] In any of the appendices 1 to 4, if the effect of the action is hindered, the determination unit (204) may determine a fourth direction that is closer to the first direction than the second direction opposite to the first direction moving from the second game element toward the first game element as the direction of movement of the image showing the numerical value.
[0167] This embodiment makes it easy to show that the effect of the action on the second game element is hindered. Furthermore, the reflection of the effect that the first game element exerts on the second game element back to the first game element can be illustrated by the movement of an image showing numerical values.
[0168] [Note 6] In Appendix 5, the display control unit (202) may move an image indicating that the effect of the operation has been hindered in conjunction with the image showing the numerical value moving on the screen.
[0169] According to this embodiment, the user can understand what the numerical values in the image representing the numbers mean.
[0170] [Note 7] In any of the appendices 1 to 4, the determination unit (204) may, when the effect of the action is hindered, determine a fifth direction as the second direction of movement that is closer to the first direction than the second direction opposite to the first direction from the second game element toward the first game element, and the display control unit (202) may move an image on the screen indicating that the effect of the action has been hindered in the second direction of movement without displaying an image showing the numerical value.
[0171] According to this embodiment, even when the effect of the action is absent, it is possible to clearly show that the effect of the action has been prevented. Furthermore, the effect exerted by the first game element on the second game element being repelled from the second game element back to the first game element can be illustrated by the movement of an image that indicates that the effect of the action has been prevented.
[0172] [Note 8] In any of the appendices 1 to 6, the determination unit (204) may, if the second game element is affected multiple times within a predetermined time, shift the movement paths of the images representing the numerical values for at least two of the actions relative to each other.
[0173] According to this embodiment, by offsetting the movement paths from one another, it is possible to avoid the overlapping of multiple images showing numerical values on the screen, which would otherwise reduce visibility.
[0174] [Note 9] In any of the appendices 1 to 6 or 8, the determination unit (204) may change at least one of the movement speed, movement distance, or size of the image showing the numerical value, depending on at least one of the manner of the action and the degree of the effect of the action.
[0175] According to this embodiment, the user can recognize a change in the manner of action and at least one of the degree of the effect of the action based on a change in at least one of the movement speed, movement distance, or size of an image showing a numerical value.
[0176] [Note 10] In any of the appendices 1 to 6, 8, or 9, the display control unit (202) may vibrate the image showing the numerical value on the screen while moving it in the direction of movement, and the determination unit (202) may determine the amplitude of the vibration according to at least one of the manner of the action and the degree of the effect of the action.
[0177] In this embodiment, since the image displaying the numerical value moves while vibrating, the user's attention can be attracted to the image displaying the numerical value. Furthermore, the user can recognize at least one of the manner of action and the degree of the effect of the action based on the magnitude of the amplitude of the vibration.
[0178] [Note 11] A control method for a game device according to one aspect of this invention involves displaying a first game element (C1) and a second game element (C3) on a screen, and when the first game element acts on the second game element, determining the direction of movement of an image indicating a numerical value related to the effect of the act based on the relative position of the first game element with respect to the second game element affected by the act, and moving the image indicating the numerical value on the screen in the direction of movement.
[0179] [Note 12] A game device according to one aspect of this invention includes a display control unit (202) that displays a first game element and a second game element on a screen, and a determination unit (204) that, when the first game element acts on the second game element, determines the direction of movement of an image indicating a numerical value related to the effect of the act based on the relative position of the first game element with respect to the second game element on which the act acts, wherein the display control unit (202) moves the image indicating the numerical value on the screen in the direction of movement. [Explanation of symbols]
[0180] 10...Game device, 110...Processor, 120...Memory unit, PRG...Game program, 130...Communication unit, 140...Operation unit, 150...Display unit, 200...Game control unit, 202...Display control unit, 204...Decision unit, C11, C12...Operation character, C2...Enemy character, C11a...Sword, C11b...Whip, C11c...Boomerang, C2a...Shield, C2e...Body part of enemy character, PDM, PDM1~PDM3...Damage image, PGU...Combined image, RT, RT'...Movement path, AX...Central axis of movement path, AR1...Action generation area, AR2...Effect generation area, AR1Q. AR2Q...Center point.
Claims
1. The processor, A display control unit that displays a first game element and a second game element on the screen, When the first game element acts on the second game element, it functions as a determination unit that determines the direction of movement of an image showing a numerical value related to the effect of the action, based on the relative position of the first game element with respect to the second game element on which the effect acts. The aforementioned determination unit, Based on the aforementioned direction of movement, the movement path is determined, It is determined whether the second game element has been affected multiple times within a predetermined time, and if it is determined that it has been affected multiple times, the movement paths of the images representing the numerical values for at least two of those multiple effects are shifted relative to each other. The display control unit moves the image showing the numerical value along the movement path on the screen. program.
2. The processor, A display control unit that displays a first game element and a second game element on the screen, When the first game element acts on the second game element, it functions as a determination unit that determines the direction of movement of an image showing a numerical value related to the effect of the action, based on the relative position of the first game element with respect to the second game element on which the effect acts. The aforementioned determination unit, Based on the aforementioned direction of movement, the movement path is determined, It is determined whether the second game element has been affected multiple times within a predetermined time, and if it is determined that it has been affected multiple times, the movement paths of the images representing the numerical values for at least two of those multiple actions are determined such that the distance between their end points is greater than the distance between their start points. The display control unit moves the image showing the numerical value along the movement path on the screen. program.
3. The processor, A display control unit that displays a first game element and a second game element on the screen, When the first game element acts on the second game element, it functions as a determination unit that determines the direction of movement of an image showing a numerical value related to the effect of the action, based on the relative position of the first game element with respect to the second game element on which the effect acts. The aforementioned determination unit, Based on the aforementioned direction of movement, the movement path is determined, It is determined whether the second game element has been affected multiple times within a predetermined time, and if it is determined that it has been affected multiple times, the movement paths of the images representing the numerical values for at least two of those multiple actions are determined so that the movement paths do not overlap, with different starting points for movement in the same direction. The display control unit moves the image showing the numerical value along the movement path on the screen. program.
4. Display the first game element and the second game element on the screen. When the first game element affects the second game element, the direction of movement of the image showing the numerical value related to the effect of the effect is determined based on the relative position of the first game element with respect to the second game element on which the effect is exerted. Based on the aforementioned direction of movement, the movement path is determined, It is determined whether the second game element has been affected multiple times within a predetermined time, and if it is determined that it has been affected multiple times, the movement paths of the images representing the numerical values for at least two of those multiple effects are shifted relative to each other. In the aforementioned screen, the image showing the numerical value is moved along the aforementioned movement path. A method for controlling a game device.
5. Display the first game element and the second game element on the screen. When the first game element affects the second game element, the direction of movement of the image showing the numerical value related to the effect of the effect is determined based on the relative position of the first game element with respect to the second game element on which the effect is exerted. Based on the aforementioned direction of movement, the movement path is determined, It is determined whether the second game element has been affected multiple times within a predetermined time, and if it is determined that it has been affected multiple times, the movement paths of the images representing the numerical values for at least two of those multiple actions are determined such that the distance between their end points is greater than the distance between their start points. In the aforementioned screen, the image showing the numerical value is moved along the aforementioned movement path. A method for controlling a game device.
6. Display the first game element and the second game element on the screen. When the first game element affects the second game element, the direction of movement of the image showing the numerical value related to the effect of the effect is determined based on the relative position of the first game element with respect to the second game element on which the effect is exerted. Based on the aforementioned direction of movement, the movement path is determined, It is determined whether the second game element has been affected multiple times within a predetermined time, and if it is determined that it has been affected multiple times, the movement paths of the images representing the numerical values for at least two of those multiple actions are determined so that the movement paths do not overlap, with different starting points for movement in the same direction. In the aforementioned screen, the image showing the numerical value is moved along the aforementioned movement path. A method for controlling a game device.
7. A display control unit that displays a first game element and a second game element on the screen, When the first game element acts on the second game element, the system includes a determination unit that determines the direction of movement of an image showing a numerical value related to the effect of the action, based on the relative position of the first game element with respect to the second game element on which the action acts. The aforementioned determination unit, Based on the aforementioned direction of movement, the movement path is determined, It is determined whether the second game element has been affected multiple times within a predetermined time, and if it is determined that it has been affected multiple times, the movement paths of the images representing the numerical values for at least two of those multiple effects are shifted relative to each other. The display control unit moves the image showing the numerical value along the movement path on the screen. Game device.
8. A display control unit that displays a first game element and a second game element on the screen, When the first game element acts on the second game element, the system includes a determination unit that determines the direction of movement of an image showing a numerical value related to the effect of the action, based on the relative position of the first game element with respect to the second game element on which the action acts. The aforementioned determination unit, Based on the aforementioned direction of movement, the movement path is determined, It is determined whether the second game element has been affected multiple times within a predetermined time, and if it is determined that it has been affected multiple times, the movement paths of the images representing the numerical values for at least two of those multiple actions are determined such that the distance between their end points is greater than the distance between their start points. The display control unit moves the image showing the numerical value along the movement path on the screen. Game device.
9. A display control unit that displays a first game element and a second game element on the screen, When the first game element acts on the second game element, the system includes a determination unit that determines the direction of movement of an image showing a numerical value related to the effect of the action, based on the relative position of the first game element with respect to the second game element on which the action acts. The aforementioned determination unit, Based on the aforementioned direction of movement, the movement path is determined, It is determined whether the second game element has been affected multiple times within a predetermined time, and if it is determined that it has been affected multiple times, the movement paths of the images representing the numerical values for at least two of those multiple actions are determined so that the movement paths do not overlap, with different starting points for movement in the same direction. The display control unit moves the image showing the numerical value along the movement path on the screen. Game device.
Citation Information
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