Programs and Information Processing Systems

The game system enhances player engagement by implementing multiplayer synchronized actions and strategic effects, addressing the need for dynamic gameplay in existing games.

JP7849327B2Active Publication Date: 2026-04-21COLOPL
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
COLOPL
Filing Date
2023-03-31
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

Existing games lack mechanisms to enhance player engagement and enjoyment through dynamic and interactive gameplay elements.

Method used

A game system comprising a server and terminal devices connected via a network, which enables multiplayer functionality and synchronized gameplay actions, allowing players to perform actions like hitting a ball within a predetermined range from a character, with effects based on the order and type of actions, such as forehand and backhand shots, to create dynamic and engaging gameplay experiences.

Benefits of technology

Enhances player engagement and enjoyment by providing dynamic gameplay mechanics, including special effects and strategic advantages based on action sequences, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance excitement and enjoyment of a game.SOLUTION: A program causes a computer to function as performance control means for causing a character to execute multiple types of actions that impart a predetermined operation to a moving object within a predetermined range from the character, and effect generating means for generating a predetermined effect that is advantageous to the character, on the basis of the character executing the actions in a specified order.SELECTED DRAWING: Figure 5
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Description

Technical Field

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[0001] The present invention relates to a program and an information processing system.

Background Art

[0002] Conventionally, games in which a predetermined action can be applied to a moving object within a predetermined range from a character, such as a game in which a ball within a predetermined range can be hit from a character, are known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0008] [Figure 1] This is a diagram illustrating the general structure of the game system. [Figure 2] This is a block diagram showing the functional configuration of the game system. [Figure 3] This figure shows an example of a display screen. [Figure 4] This is a diagram showing tennis courts placed within a game space. [Figure 5] This flowchart shows an example of a process that produces a predetermined effect based on performing actions in a specified order. [Modes for carrying out the invention]

[0009] Embodiments of the present invention will be described below with reference to the drawings.

[0010] <Game System Hardware Configuration> As shown in Figure 1, the game system 1 of this embodiment comprises a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via network 2. Network 2 may consist of, for example, the internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.

[0012] The server 20 (in other words, a computer or information processing device) may be a general-purpose computer such as a workstation or personal computer. The server 20 comprises a processor 21, memory 22, storage 23, a communication interface 24, and an input / output interface 25. These components of the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit), etc. The processor 21 reads programs from the storage 23 and loads them into memory 22. The processor 21 executes the loaded programs.

[0014] Memory 22 is the main memory. Memory 22 is composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). Memory 22 provides the processor 21 with a workspace by temporarily storing programs and various data read by the processor 21 from storage 23. Memory 22 also temporarily stores various data generated by the processor 21 while it is operating according to the program.

[0015] Note that in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game through cooperation between the terminal device 10 and the server 20. Note that, as an example, the game realized through cooperation between the terminal device 10 and the server 20 may be a game executed on a browser launched on the terminal device 10. Further, the program may be a program for realizing the game through cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by, for example, a storage device such as a flash memory or an HDD (Hard Disk Drive). Various data related to the game is stored in the storage 23.

[0017] The communication IF 24 controls transmission and reception of various data via a network between the server 20 and the terminal device 10 or the like.

[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device for displaying and outputting an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device or the like. The terminal device 10 may be a portable terminal. The terminal device 10 may be a portable terminal when the user executes a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and expands it in the memory 12. The processor 11 executes the expanded program.

[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM, for example. The memory 12 provides a working area for the processor 11 by temporarily storing the program and various data read by the processor 11 from the storage 13. The memory 12 also temporarily stores various data generated while the processor 11 operates according to the program.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is composed of storage devices such as a flash memory or an HDD, for example. Various data related to the game are stored in the storage 13.

[0024] The communication IF 14 controls the transmission and reception of various data via a network between the terminal device 10 and the server 20, etc.

[0025] The input / output IF 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output IF 15 may perform data input / output via, for example, USB (Universal Serial Bus), etc. The input / output IF 15 may include the input unit 17 or the display unit 18, etc.

[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (e.g., touch operation, tap operation, slide operation, swipe operation, and flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an accelerometer or angular velocity sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <Functional Configuration of the Game System> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that are registered in advance for each game. The method of registering accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.

[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication IF 24, and I / O IF 25, etc. The storage unit 220 stores various data used by the control unit 210. Examples of such data include a game program 221, game information 222, and user information 223.

[0032] The game program 221 is a program for implementing the game. The game information 222 and user information 223 are data that the control unit 210 refers to when executing the game program 221.

[0033] The game program 221 may include, in addition to the game program executed on the server 20, a program (game program 121 described later) that is sent to the terminal device 10 and executed on the terminal device 10. Alternatively, the storage unit 220 may store both the game program 221 executed on the server 20 and the program executed on the terminal device 10.

[0034] Game information 222 is information common to all accounts. Game information 222 includes, for example, information for defining various game spaces. A game space is the space where objects of user-controllable characters (hereinafter also referred to as "controllable characters" or "player characters") are placed. Game information 222 also includes various setting information about objects common to all accounts, such as the placement, size, color, and shape of background objects such as buildings, trees, and stones, as well as non-player character (NPC) objects, that are placed within the game space. Game information 222 also includes, for example, setting values ​​for various parameters of non-player characters. Hereafter, the object of a character placed in the game space may simply be referred to as a "character."

[0035] User information 223 is information managed for each game account. User information 223 includes, for example, information about the player's character, information about their owned assets, and information indicating their progress in the game. Examples of owned assets include in-game currency, items, and character equipment.

[0036] The control unit 210 controls various processes related to the game by executing the game program 221 stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplayer function, and data to be synchronized from each terminal device 10, and passes them to the server processing unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.

[0038] In this embodiment, the multiplayer function is a function that synchronizes the game processing of multiple accounts. The server 20 and terminal device 10 of the game system 1 execute various processes to support the multiplayer function when multiple accounts logged into the game system 1 participate in the same game.

[0039] The server processing unit 212 provides the game to the terminal device 10 by executing calculations described in the game program 221 in response to requests from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The server processing unit 212 also instructs the transmission / reception unit 211 to transmit game information 222 or user information 223. Furthermore, the server processing unit 212 instructs the data management unit 213 to add, update, or delete records of game information 222 or user information 223.

[0040] The data management unit 213 manages various data stored in the storage unit 220 according to instructions from the server processing unit 212. For example, the data management unit 213 reads game information 222 or user information 223 according to instructions from the server processing unit 212 and transmits it to the terminal device 10 via the transmission / reception unit 211. The data management unit 213 also adds, updates, or deletes records of game information 222 or user information 223 according to instructions from the server processing unit 212.

[0041] The synchronization processing unit 214 performs synchronization processing to support the game's multiplayer function in accordance with instructions from the server processing unit 212. For example, when the server 20 sends information to multiple terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. Specifically, the synchronization processing unit 214 simultaneously sends operation information received from each terminal device 10 corresponding to each account within a predetermined period (e.g., one frame) to each terminal device 10 at predetermined intervals. The operation information is information about operations input to the terminal device 10. The timing of synchronization and the information to be synchronized may be received from the server processing unit 212 as needed. By performing synchronization processing, it becomes possible to simultaneously reflect in-game events caused by operations input on one terminal device 10 to other terminal devices 10.

[0042] In this embodiment, the terminal device 10 has, for example, functions as an input device that accepts user input operations, and functions as an output device that outputs game images and sounds.

[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of a processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of such data include a game program 121, game information 122, and user information 123.

[0044] The game program 121 is a program for implementing the game on the terminal device 10. The game information 122 and user information 123 are data that the control unit 110 refers to when executing the game program 121.

[0045] Game information 122 contains the same information as game information 222 for server 20 described above. Therefore, the explanation of game information 122 is omitted here.

[0046] User information 123 is data relating to the account of a user using terminal device 10, and includes the same information as the user information 223 of server 20 described above. Therefore, the explanation of user information 123 is omitted here.

[0047] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing the game program 121 stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progress unit 113, and a display control unit 114.

[0048] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.

[0049] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.

[0050] The transmitting / receiving unit 112 transmits and receives various types of data. Specific examples are given below.

[0051] The transmitting / receiving unit 112 sends game information 122 or user information 123, and synchronization requests for multiplayer functionality to the server 20. The transmitting / receiving unit 112 receives various data, programs, and synchronization data for multiplayer functionality from the server 20. Synchronization data includes, for example, synchronization instruction data to instruct each terminal device 10 participating in multiplayer to synchronize. Synchronization instruction data includes, for example, data to specify the data to be synchronized, the type of data, and the timing of the synchronization.

[0052] The transmitting / receiving unit 112 transmits operation information related to input operations received by the operation reception unit 111 to the server 20. The transmitting / receiving unit 112 also receives operation information from the server 20 related to operations entered by other users on other terminal devices 10.

[0053] The game progress unit 113 (control unit) executes various processes related to the progress of the game. In other words, the game progress unit 113 controls the progress of the game. A specific example will be given below.

[0054] The game progress unit 113 defines the game space (in other words, the virtual space) based on the information for defining the game space contained in the game information 122. The game progress unit 113 places objects in the game space based on the object setting information contained in the game information 122. The game progress unit 113 controls the objects placed in the game space. Specifically, the game progress unit 113 controls the objects by changing their position, orientation, shape, color, etc., within the game space, and by making the objects perform predetermined actions.

[0055] The game progress unit 113 defines a virtual camera for specifying the area of ​​the game space to be presented to the user. The game progress unit 113 positions the virtual camera within the game space by defining its position and orientation. The game progress unit 113 instructs the display control unit 114 to generate an image that renders the field of view defined by the virtual camera and the objects placed within this field of view.

[0056] The position and orientation of the virtual camera can be determined as appropriate for each game space. For example, the game progress unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view with a specific orientation. In doing so, the game progress unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object such as a playable character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include playable characters that operate based on the actions of each user, and characters that operate based on the game programs 121,221 (e.g., non-player characters, enemy characters, etc.).

[0057] The game progress unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. Based on the interpreted instructions, the game progress unit 113 executes various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game progress unit 113 controls objects, virtual cameras, etc., to advance the game. The game progress unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.

[0058] The display control unit 114 causes the display unit 18 to display an image. A specific example will be given below.

[0059] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game progress unit 113 within the game space, along with the objects present in that field, and displays it on the display unit 18. The display control unit 114 can also superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.

[0060] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each device of the terminal device 10 and server 20 may have at least some of the functions of other devices. In other words, in this embodiment, the server 20 may have some or all of the functional blocks of the terminal device 10, and the terminal device 10 may have some or all of the functional blocks of the server 20. Furthermore, each device such as the terminal device 10 and server 20 does not have to be implemented by a single device, but may be implemented by multiple devices connected via a network, for example. Also, the game system 1 may consist of only the terminal device 10 or the server 20, for example. In other words, the game system 1 does not have to be implemented by multiple devices connected via a network.

[0061] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 will be described as performing each of the processes described later by executing the game program stored in the game system 1. However, at least a part of each of the processes described later may be executed by a processor other than the processor 11. In other words, in this embodiment, the computer that executes the game program may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices.

[0062] In the following, we will explain the configuration according to this embodiment using the example of applying it to a tennis game, which is one type of sports game. In a tennis game, the user can, for example, control a player character in the game space to move the player character and hit the ball (in other words, the moving object) to advance the game.

[0063] Figure 3 is an example screen showing the game space 30, including the tennis court F, displayed on the display unit 18 during a tennis match. The game progress unit 113 displays an image of the game space 30 (in other words, a specific space), including the tennis court F, on the display unit 18 at the start of a tennis match (i.e., a match). Specifically, an image captured by a virtual camera within the game space 30 is displayed on the display unit 18.

[0064] As shown in Figure 4, the game progression unit 113 places the tennis court F on the xy-plane in the xyz coordinate system within the game space 30. In this case, the z-axis is the height direction of the tennis court F relative to the court surface (in other words, the ground). Figure 4 is an xy-plane view of the tennis court F as seen from above the z-axis.

[0065] Returning to Figure 3, the game space 30 and the objects displayed overlaid on the game space 30 will be explained. The game progress unit 113 controls the placement of objects in the game space 30. The game progress unit 113 also controls the movement of objects placed in the game space 30 based on user input operations, etc. The game progress unit 113 also controls the field of view area within the game space 30 that will be displayed on the display unit 18. The display control unit 114 generates an image of the field of view area of ​​the virtual camera defined by the game progress unit 113 within the game space 30, and the objects present in that field of view area, and displays it on the display unit 18. Objects placed in the game space 30 include the player character 31, the opponent character 32, and the ball 33.

[0066] Furthermore, the game progress unit 113 instructs the display control unit 114 to overlay and draw UI (User Interface) objects necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image and display them on the display unit 18. Examples of such UI objects include the skill button 34, which the user operates when having the player character 31 perform a super shot (in other words, a skill) as a special move, and the state change button 35, which the user operates when changing the state of the player character 31 between the first state and the second state, which will be described later.

[0067] The game progress unit 113 places the player character 31 in the game space 30. Specifically, the game progress unit 113 places the player character 31 in the game space 30 so that the player character 31 is holding a racket. The game progress unit 113 also moves the player character 31 on the surface of the tennis court F located within the game space 30 based on user input (e.g., drag operation) via the operation reception unit 111. The game progress unit 113 also makes the player character 31 swing the racket based on user input (e.g., tap operation or flick operation).

[0068] Furthermore, the game progress unit 113 places the opponent character 32 in the game space 30. Specifically, the game progress unit 113 places the opponent character 32 in the game space 30 so that the opponent character 32 is holding a racket. The game progress unit 113 also moves the opponent character 32 on the surface of the tennis court F located within the game space 30, in accordance with the progress of the game. The opponent character 32 is an object that will be the opponent of the player character 31. The opponent character 32 may move, swing its racket, etc., based on input operations of a user other than the user who controls the player character 31, and may be a so-called non-player character (in other words, a character whose movements are controlled by the computer without being based on input operations of other users). That is, the user's opponent may be another user, or it may be a computer (in other words, a non-player character).

[0069] Here, within the tennis court F, the court where the player character 31 is placed is designated as the player's court F1, and the court where the opponent character 32 is placed is designated as the opponent's court F2. The game progress unit 113 places the player character 31 on the player's court F1 so that it faces the opponent's court F2, and places the opponent character 32 on the opponent's court F2 so that it faces the player's court F1. In other words, the game progress unit 113 places the player character 31 and the opponent character 32 facing each other across the net N of the tennis court F. Note that "facing each other" does not only mean facing each other directly (i.e., directly opposite each other), but also includes cases such as facing each other diagonally.

[0070] Furthermore, the game progress unit 113 places the ball 33 in the game space 30. The game progress unit 113 can also move the ball 33 in the game space 30 in response to the racket swings of the player character 31 and the opponent character 32. The ball 33 can be described as the object (in other words, the target) that the player character 31 and the opponent character 32 hit back and forth.

[0071] Hereinafter, the front of the player character 31 facing the opponent's court F2 will be referred to as "front," the back as "back," the right hand as "right," the left hand as "left," the head as "up," and the feet as "down." In the game space 30, the game progress unit 113 basically controls the position and orientation of the virtual camera based on the player character 31 (specifically, the position coordinates of the player character 31). The game progress unit 113 places the virtual camera behind and above the player character 31 and adjusts the orientation of the virtual camera so that the player character 31 is located in a predetermined position in the field of view (for example, approximately in the center of the field of view). Figure 3 shows the state in which the image captured and generated by the virtual camera is displayed on the display unit 18.

[0072] The player character 31 can move within the range of the movable area S shown in Figure 4, based on user input. In other words, the player character 31 can move within its own court F1. Now, let's explain the racket swing by the player character 31. When the game progress unit 113 receives user input via the operation reception unit 111, it causes the player character 31 to perform a racket swing. A predetermined hitting area T is set around the player character 31, centered on the player character 31's position. The game progress unit 113 may also display a display corresponding to the hitting area (in other words, a display indicating the hitting range) around the player character 31.

[0073] When the opponent character 32 hits the ball 33 and the ball 33 moves from the opponent's court F2 towards the user's court F1, the user inputs an operation to move player character 31 so that the ball 33 is within the hittable area T. The user also inputs an operation to have player character 31 swing the racket at the moment the ball 33 is within the hittable area T.

[0074] Furthermore, when the game progress unit 113 receives user input (e.g., a tap or flick operation) at the timing when the ball 33 is within the hittable area T, it causes the player character 31 to swing the racket and collide with the ball 33. In other words, the game progress unit 113 applies a predetermined action (e.g., an action to send the ball 33 flying in a predetermined direction, such as the opponent's court F2) to the ball 33, which is a moving object within a predetermined range from the character, based on the user's input. Note that when the game progress unit 113 receives user input (e.g., a tap or flick operation) at the timing when the ball 33 is outside the hittable area T, it causes the player character 31 to swing the racket, but does not cause the racket to collide with the ball 33. That is, it causes the racket to miss.

[0075] Furthermore, the game progress unit 113 determines whether the ball 33 is to the right or left of the player character 31 when the ball is hit (in other words, when the player swings). In this embodiment, each user's player character 31 has a dominant hand, and there are player characters 31 whose dominant hand is set to "right" and player characters 31 whose dominant hand is set to "left". When the ball 33 is to the right of the player character 31 and an input operation related to a swing is made, the game progress unit 113 causes the player character 31 to hit the ball with a forehand if their dominant hand is "right", and to hit the ball with a backhand if their dominant hand is "left". On the other hand, when the ball 33 is to the left of the player character 31, the game progress unit 113, upon receiving an input operation related to a swing, will cause the player character 31 to hit the ball with a backhand if their dominant hand is "right," and to hit the ball with a forehand if their dominant hand is "left." In other words, in this embodiment, the game progress unit 113 functions as an action control unit that causes the player character 31 to perform multiple types of actions, including forehand and backhand shots, as actions that apply a predetermined effect to a ball within a predetermined range from the character. It should be noted that forehand and backhand shots can also be described as actions where the predetermined effect is applied to the moving object at different positions relative to the position of the player character 31.

[0076] Furthermore, the game progression unit 113 functions as an effect generation unit that generates predetermined effects advantageous to the player character 31 based on the player character 31 performing actions in a predetermined order.

[0077] Specifically, the game progress unit 113 controls the transition of the player character 31's state between multiple states, including a first state and a second state. For example, during a match, if the user performs a predetermined input operation (e.g., a downward flick) on the state change button 35, the game progress unit 113 changes the player character 31's state to the second state. Also, during a match, if the user performs a predetermined input operation (e.g., an upward flick) on the state change button 35, the game progress unit 113 changes the player character 31's state to the first state. In this embodiment, at the start of a match, the player character 31's state is set to the first state. Furthermore, if the player character 31 is in the first or second state, and the user performs a predetermined input operation (e.g., a tap) on the state change button 35, the player character 31's state changes to the third state. In other words, the first and second states are reset when a predetermined input operation is performed.

[0078] The conditions for generating advantageous effects for player character 31 differ between the first and second states. Specifically, in the first state, advantageous effects occur when actions are performed in the first prescribed order. In the second state, advantageous effects occur when actions are performed in the second prescribed order.

[0079] Specifically, in the first state, the game progression unit 113 generates predetermined effects based on the player character 31 alternately performing forehand and backhand shots. More specifically, the game progression unit 113 sequentially generates predetermined effects as the alternating shots continue. In this embodiment, multiple types of predetermined effects are provided. Hereafter, the number of consecutive alternating forehand and backhand shots will also be referred to as the "forehand and backhand chain count." Furthermore, the first time a player performs either a forehand or backhand shot after performing the other will be considered the "1st chain," and thereafter, each time a shot is performed on a different side than the previous one, it will be counted as the "2nd chain," the "3rd chain," and so on.

[0080] The following explains the effects granted in the first state, depending on the number of forehand and backhand combinations.

[0081] The game progression unit 113 increases the speed of the ball hit by the player character 31 in the first chain compared to when the chain count is "0" (in other words, compared to when the predetermined effect is not applied). Furthermore, the game progression unit 113 increases the ball speed as the chain count increases from the first chain onward (specifically, with each increase in the chain count).

[0082] Furthermore, the game progression unit 113 applies an effect to the balls hit by the player character 31 from the third chain onward, causing them to fly in a special trajectory. Specifically, for shots from the third chain onward, the game progression unit 113 controls the ball 33 to fly in a trajectory that is more curved than when the effect is not applied, making it difficult for the opponent to predict and return the trajectory.

[0083] Furthermore, from the fourth chain onward, the game progression unit 113 generates a special effect on the trajectory of the ball hit by the player character 31. Specifically, the game progression unit 113 sets an area advantageous to the player character 31 (hereinafter referred to as the "advantageous area 36"; this area can also be said to be disadvantageous to the opponent character 32) in the area of ​​the opponent's court F2 through which the ball passes (see Figure 4). The advantageous area 36 may be set over the entire trajectory (in other words, it may appear), or it may be set in a part of the trajectory (for example, a predetermined range including the point where the ball 33 bounces). The advantageous area 36 may be, for example, an area where the bouncing ball 33 bounces in a direction different from normal (i.e., it bounces irregularly). Furthermore, the advantageous area 36 may be, for example, an area where, when the opponent character 32 enters the area, the opponent's view is impaired (specifically, the opponent's court (i.e., the player's court F1) becomes difficult for the user controlling the opponent character 32 to see). The advantageous area 36 may also be an area that lowers a predetermined parameter of the opponent character 32. The game progress unit 113 will, for example, cancel the setting of the advantageous area 36 (in other words, remove the advantageous area 36) when either the player character 31 or the opponent character 32 scores a tennis point. The game progress unit 113 will also lower a predetermined parameter of the opponent character 32 (for example, health value) if the opponent character 32 is in the trajectory of a ball hit by the player character 31. Stamina is a parameter that decreases in response to the character's movement, swinging, etc. (in other words, actions). When stamina falls below a certain value, the character's movements become sluggish (here, "movement becomes sluggish" includes cases where the character becomes unable to perform actions based on user input).

[0084] Furthermore, the game progression unit 113 expands the size of the advantageous area 36 set by the ball hit as the number of chains increases. Specifically, the size of the advantageous area 36 is expanded at the timing of the 5th, 7th, and 9th chains.

[0085] Furthermore, in the 10th chain, the game progress unit 113 expands the size of the set advantage area 36 to its maximum. Also, in the 10th chain, the game progress unit 113 increases the duration of the advantage area 36 set by the shot. Specifically, the advantage area 36 set by the shot in the 10th chain is deactivated (in other words, the advantage area 36 disappears) when the total number of tennis points acquired by the player character 31 and the opponent character 32 reaches 3 points. Also, in the 10th chain, the game progress unit 113 increases predetermined parameters of the player character 31. For example, the game progress unit 113 increases the movement speed of the player character 31, expands the area where the shot can be taken T, or shortens the time from when the shot is taken until movement becomes possible (in other words, the stun time after performing a specific action). The predetermined parameters that have been increased based on the 10th chain remain increased until the end of the match. In other words, if a chain reaction of 10 occurs, the game progression unit 113 grants a beneficial and permanent effect to the player character 31.

[0086] Thus, in the first state, the game progress unit 113 generates effects of a type corresponding to the number of forehand and backhand chains. Furthermore, in the first state, as the number of forehand and backhand chains increases, the game progress unit 113 increases the number of effects (in other words, the types) it generates. Furthermore, in the first state, as the number of forehand and backhand chains increases, the game progress unit 113 generates effects that are more advantageous to the player character 31 (in other words, powerful effects). Additionally, the effects generated according to the number of forehand and backhand chains may include effects that strengthen the character (in other words, buffs). Furthermore, the effects generated according to the number of forehand and backhand chains may also include effects that weaken the opponent character 32 (in other words, debuffs).

[0087] Furthermore, in the second state, the game progress unit 113 generates predetermined effects based on the player character 31 consecutively performing either a forehand shot or a backhand shot. Specifically, the game progress unit 113 sequentially generates predetermined effects as consecutive shots are performed on one side. In this embodiment, multiple types of predetermined effects are provided. In the following, the number of consecutive forehand shots and backhand shots will also be referred to as the "number of consecutive shots on one side." The first time that either a forehand shot or a backhand shot is performed consecutively will be referred to as the "1st chain," and thereafter, each time a shot is performed on the same side as the previous one, it will be counted as the "2nd chain," the "3rd chain," and so on.

[0088] The following describes the effects that are applied in the second state, depending on the number of consecutive hits on one side.

[0089] The game progression unit 113 increases the speed of the ball hit by the player character 31 in the first chain compared to when the chain count is "0" (in other words, compared to when the predetermined effect is not applied). Furthermore, the game progression unit 113 increases the ball speed as the chain count increases from the first chain onward (specifically, with each increase in the chain count).

[0090] Furthermore, the game progression unit 113 applies an effect to the balls hit by the player character 31 from the 6th chain onward, causing them to fly in a special trajectory. Specifically, for shots from the 6th chain onward, the game progression unit 113 controls the ball 33 to fly in a trajectory that is more curved than when the effect is not applied, making it difficult for the opponent to predict and return the trajectory.

[0091] Furthermore, from the 7th chain onward, the game progress unit 113 generates a special effect on the trajectory of the ball hit by the player character 31. Specifically, the game progress unit 113 sets an advantageous area 36 in the opponent's court F2 where the ball passes. The advantageous area 36 is as described above. The game progress unit 113 also cancels the setting of the advantageous area 36 (in other words, removes the advantageous area 36) when, for example, either the player character 31 or the opponent character 32 scores a tennis point. Additionally, if the opponent character 32 is in the trajectory of the ball hit by the player character 31, the game progress unit 113 reduces a predetermined parameter (for example, health value) of the opponent character 32.

[0092] Furthermore, in the 10th chain, the game progress unit 113 sets an advantageous area 36 on the trajectory of the ball hit by player character 31 on the opponent's court F2. In addition, in the 10th chain, the game progress unit 113 increases the duration of the advantageous area 36 set by the ball hit. Specifically, the advantageous area 36 set by the ball hit in the 10th chain is deactivated (in other words, the advantageous area 36 disappears) when the total number of tennis points acquired by player character 31 and opponent character 32 reaches 3 points. Also, in the 10th chain, the game progress unit 113 performs a process to deactivate (in other words, remove or disable) any currently applied effects to both player character 31 and opponent character 32. Specifically, if player character 31 and opponent character 32 have any advantageous effects (for example, an effect that increases a certain parameter or an effect that grants resistance to a certain status ailment), the game progress unit 113 deactivates the applied advantageous effects. If multiple advantageous effects are granted at this point, multiple (for example, all) advantageous effects may be removed. However, some exceptional effects may not be removed. Furthermore, the game progression unit 113 then performs a process to prevent the granting of advantageous effects to the player character 31 and the opponent character 32 until a deuce occurs (in other words, until the tennis points are tied).

[0093] Thus, in the second state, the game progress unit 113 generates effects of a type corresponding to the number of consecutive hits on one side. Furthermore, in the second state, as the number of consecutive hits on one side increases, the game progress unit 113 increases the number of effects (in other words, the types) it generates. Furthermore, in the second state, as the number of consecutive hits on one side increases, the game progress unit 113 generates effects that are more advantageous to the player character 31 (in other words, powerful effects). Additionally, the effects generated according to the number of consecutive hits on one side may include effects that strengthen the player character 31 (in other words, buffs). Furthermore, the effects generated according to the number of consecutive hits on one side may also include effects that weaken the opponent character 32 (in other words, debuffs).

[0094] In this embodiment, the predetermined effect is applied in both cases—when consecutive forehand shots are made and when consecutive backhand shots are made—in the second state. However, the predetermined effect may be applied only in one of these cases.

[0095] In this embodiment, in the first state, a favorable effect occurs when the actions are performed in the first prescribed order, and in the second state, a favorable effect occurs when the actions are performed in the second prescribed order. However, for example, in one state, a favorable effect may occur when the actions are performed in the first prescribed order and a favorable effect may occur when the actions are performed in the second prescribed order. Alternatively, for example, in the first state, a favorable effect may occur when the actions are performed in the first prescribed order, but no favorable effect may occur when the actions are performed in the second prescribed order, and in the second state, a favorable effect may occur when the actions are performed in the second prescribed order, but no favorable effect may occur when the actions are performed in the first prescribed order.

[0096] Furthermore, the "prescribed order" only needs to define the order in which player character 31 performs actions, and the defined pattern may be irregular (for example, defining actions in an irregular order such as forehand, forehand, backhand, forehand, backhand). Also, the next action to be performed may be determined sequentially based on the timing of the previous action, etc.

[0097] Furthermore, the game progress unit 113 measures the time required for a special effect to occur (hereinafter also referred to as "effect occurrence time") when predetermined conditions are met during a match. Once the predetermined time has elapsed, the game progress unit 113 generates the special effect. The effect occurrence time may be measured using, for example, a timer provided in the memory unit 120 (hereinafter also referred to as "countdown timer"). At the start of a match, the countdown timer is set to, for example, "90 seconds". The game progress unit 113 also counts down the countdown timer during the match. When the countdown timer reaches "0 seconds", the game progress unit 113 generates the special effect. When the countdown timer reaches "0 seconds", the game progress unit 113 sets it back to "90 seconds" and counts down again. In other words, in this embodiment, the activation of special effects due to the passage of time is repeated.

[0098] In the first state, the game progress unit 113 measures the effect activation time at twice the standard speed. Specifically, the game progress unit 113 advances the countdown timer by 2 seconds for every 1 second that passes. In other words, in the first state, the countdown timer, which is set to "90 seconds," actually reaches "0 seconds" at "45 seconds," and the special effect is activated.

[0099] Furthermore, in the second state, the game progress unit 113 measures the effect activation time at 0.5 times the standard speed. Specifically, the game progress unit 113 advances the countdown timer by 0.5 seconds for every second that passes. In other words, in the second state, the countdown timer, which is set to "90 seconds," actually becomes "0 seconds" at "180 seconds," and the special effect is activated.

[0100] In other words, in the first state, the measurement of the effect occurrence time is performed at a speed faster than the reference speed. In the second state, the measurement of the effect occurrence time is performed at a speed slower than the reference speed. Also, in the first state, the measurement of the effect occurrence time is performed at a faster speed than in the second state (in other words, at a different speed). Therefore, the time it takes for the special effect to be activated due to the passage of time differs between the first and second states.

[0101] In the third state, the game progress unit 113 stops measuring the effect duration. In other words, in the third state, the game progress unit 113 does not advance the countdown timer. To put it another way, in the third state, no special effects are triggered by the passage of time.

[0102] When the countdown timer reaches "0 seconds," the game progress unit 113 removes any currently applied effects from both the player character 31 and the opponent character 32. Specifically, if any advantageous effects are applied to the player character 31 or the opponent character 32, the game progress unit 113 removes those advantageous effects. If multiple advantageous effects are applied, all of them are removed, except for some effects such as the aforementioned permanent effect, which is applied based on a predetermined number of forehand and backhand chains (specifically, 10 chains). In other words, if multiple advantageous effects are applied, all effects except for some exceptional effects are removed.

[0103] Furthermore, when the countdown timer reaches "0 seconds," the game progress unit 113 changes the effect of the super shot as a special move for a predetermined period (for example, 10 seconds). Here, a super shot is a shot that can be activated based on user input when predetermined activation conditions are met, and is a shot that is more advantageous to the user than a shot made by a normal swing. A shot that is more advantageous is, for example, a shot that is more difficult for the opponent to return than a normal shot due to the speed of the ball when returned or the trajectory of the ball being special. When the countdown timer reaches "0 seconds," the game progress unit 113 automatically changes the effect of the super shot performed by, for example, the opponent character 32 for a predetermined period (for example, 10 seconds). When the countdown timer reaches "0 seconds," the game progress unit 113 may also automatically change the effect of the super shot performed by, for example, the player character 31 for a predetermined period (for example, 10 seconds). In this context, "changing the effect" may include, for example, reducing the degree of advantage compared to the original super shot, and includes cases where the super shot is changed to be the same as a normal shot (in other words, cases where the super shot cannot be activated).

[0104] In other words, when a predetermined time has elapsed in the first or second state (in other words, when the countdown timer reaches "0 seconds"), the game progression unit 113 may apply a character-weakening effect (in other words, a debuff) to both the player character 31 and the opponent character 32. To put it another way, when a predetermined time has elapsed in the first or second state, the game progression unit 113 may generate the same special effect on both the player character 31 and the opponent character 32. With such a configuration, the special effect does not necessarily have to work to the advantage of the player character 31, thereby preventing the game from becoming monotonous and improving the game's appeal.

[0105] In this embodiment of the game, the user may be able to select the character they use (in other words, control) from among multiple characters (i.e., player character 31). Furthermore, in this embodiment, the occurrence of predetermined effects based on the execution of actions in a predetermined order, and the occurrence of special effects based on the passage of effect duration, may be skills unique to a particular character. In other words, if a character possessing such a skill is selected as player character 31, the occurrence of predetermined effects based on the execution of actions in a predetermined order and the occurrence of special effects based on the passage of effect duration will occur, while if a character without such a skill is selected as player character 31, the occurrence of predetermined effects based on the execution of actions in a predetermined order and the occurrence of special effects based on the passage of effect duration may not occur.

[0106] Next, referring to Figure 5, we will describe the process flow that generates a predetermined effect based on the characters performing actions in a specified order.

[0107] When the player character 31 performs a predetermined action, the game progress unit 113 sets the next action to be performed (hereinafter also referred to as the "designated action") according to the action that was performed (step S1). Specifically, in the first state, when either a forehand shot or a backhand shot is performed, the game progress unit 113 sets the other as the designated action. In the second state, when either a forehand shot or a backhand shot is performed, the game progress unit 113 sets the performed action as the designated action. Here, setting the designated action can also be said to be setting which side of the player character 31's area the next action should be performed in, depending on whether the action was performed on the right or left side (in other words, which side the ball 33 should be on when the swing is performed).

[0108] Furthermore, after the designated action has been set, the game progress unit 113 determines whether the action performed by the player character 31 is the designated action (step S2).

[0109] If the executed action is a specified action (YES in step S2), the game progress unit 113 increases the chain count value (step S3). This count value may be counted using, for example, a counter for counting chains provided in the memory unit 120. The counter for counting forehand and backhand chains and the counter for counting chains of shots on one side may be the same, or they may be provided separately.

[0110] Next, the game progression unit 113 generates a predetermined effect corresponding to the number of chains (in other words, the count value) (step S4).

[0111] On the other hand, if the executed action is not the specified action (NO in step S2), the game progress unit 113 resets the chain count value to "0" (step S5). The chain count value may or may not be reset when, for example, the state of the player character 31 changes from the first state to another state (for example, the second state), or from the second state to another state (for example, the first state).

[0112] Furthermore, the game progress unit 113 repeatedly performs the processing of steps S1 to S4 during the match.

[0113] This results in a predetermined effect depending on the number of chains. It should be noted that, internally, a counter is not required to count the number of chains in order to generate the effect according to the number of chains. Specifically, for example, the game progression unit 113 may generate the effect according to the number of chains based on the chain count, which is indirectly recognized by referring to the state of the current player character 31 (for example, the state of the player character 31's parameters after which they have been enhanced, in other words, the effects that have been applied), and information on whether or not a predetermined action has been performed.

[0114] Furthermore, some or all of the various effects that occur depending on the chain count may be canceled (in other words, eliminated or disabled) when the chain stops. Specifically, for example, if player character 31 hits the ball with an action different from the designated action (NO in step S2), the game progression unit 113 may return the ball speed of the ball hit by player character 31, which was accelerated according to the chain count, to the state it was in when the chain count was "0".

[0115] (Applicability to other games) The configuration according to this embodiment is applicable to games other than tennis games. For example, the configuration according to this embodiment is applicable to other sports games, action games, shooting games, or role-playing games in which objects such as player characters are moved in a virtual space.

[0116] It should be noted that the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. Within the scope of the invention, it is possible to freely combine each component, modify any component, or omit any component. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may differ. In addition, some of the various judgment processes and other processes shown in each flowchart may not exist. In other words, the processing flow and specific judgment processes may differ from those exemplified herein.

[0117] <Note> The matters described in the above embodiments may also be described as follows:

[0118] (Note 1) Computers, An action control means (for example, a game progress unit 113) that causes the character to perform multiple types of actions that apply predetermined effects to moving objects within a predetermined range from the character, An effect generating means (e.g., a game progression unit 113) that generates a predetermined effect advantageous to the character based on the character performing the actions in a predetermined order, and functions as such. program. Traditionally, in various games, including competitive games, the conditions for generating advantageous effects for characters have been standardized, and there has been a need to improve the enjoyment of games under such circumstances. With this configuration, advantageous effects can be generated when the execution pattern of actions that apply a predetermined effect to a moving object meets predetermined conditions. Therefore, it is possible to provide unprecedented gameplay and improve the enjoyment of games.

[0119] (Note 2) The aforementioned action includes a first action and a second action, The effect generating means generates the predetermined effect based on the character alternately performing the first action and the second action. The program described in Appendix 1. This configuration provides a new gameplay element where players aim to create a chain reaction between a first action and a second action when applying a predetermined effect to a moving object, thereby enhancing the game's appeal.

[0120] (Note 3) The aforementioned action includes a first action and a second action, The effect generating means generates the predetermined effect based on the character performing either the first action or the second action in succession. The program described in Appendix 1. This configuration provides a new gameplay element where players aim to create a chain reaction between one of the first or second actions when applying a predetermined effect to a moving object, thereby enhancing the game's appeal.

[0121] (Note 4) An action control means (for example, a game progress unit 113) that causes the character to perform multiple types of actions that apply predetermined effects to moving objects within a predetermined range from the character, The system includes an effect generating means (e.g., a game progression unit 113) that generates a predetermined effect advantageous to the character based on the character performing the actions in a predetermined order. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved. [Explanation of symbols]

[0122] 1 Game System, 2 Network, 10 Terminal Device, 11 Processor, 12 Memory, 13 Storage, 16 Touchscreen, 17 Input Unit, 18 Display Unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 30 Game Space, 31 Player Character, 32 Opponent Character, 33 Ball, 34 Skill Button, 35 Status Change Button, 36 Advantage Zone, 110 Control Unit, 111 Operation Reception Unit, 112 Transmission / Reception Unit, 113 Game Progression Unit, 114 Display Control Unit, 120 Memory Unit, 210 Control Unit, 211 Transmission / Reception Unit, 212 Server Processing Unit, 213 Data Management Unit, 214 Synchronization Processing Unit, 220 Memory Unit

Claims

1. Computers, In a game in which a player's character and its opponent take turns performing actions on a moving object, the player's character is given an action control means to cause the player's character to perform a plurality of types of actions that apply a predetermined effect to the moving object within a predetermined range from the player's character, The means for generating an effect that is advantageous to the player's character is made to function as such, based on the player's character performing the actions in a predetermined order. The effect generating means is capable of generating different advantageous effects depending on the number of times the actions are performed in a predetermined order. program.

2. The aforementioned effect generating means is The advantageous effect is generated based on the player's character performing the actions in a first predetermined order, It is possible to generate the advantageous effect based on the player's character performing the actions in a second prescribed order, The ability to generate different advantageous effects depending on whether the player's character performs the actions in the first prescribed order or in the second prescribed order. The program according to claim 1.

3. In a game in which a player's character and its opponent take turns performing actions on a moving object, the player's character performs a plurality of types of actions that apply a predetermined effect to the moving object within a predetermined range from the player's character, The system includes an effect generating means that generates an effect advantageous to the player's character based on the player's character performing the actions in a predetermined order, The effect generating means is capable of generating different advantageous effects depending on the number of times the actions are performed in a predetermined order. Information processing system.

Citation Information

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