Game Program
The game program integrates spatial elements in character battles by arranging player and enemy objects in a puzzle area, enabling attacks based on positional relationships and ability scores, thus enhancing gameplay engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NHN CORP
- Filing Date
- 2022-02-18
- Publication Date
- 2026-04-24
AI Technical Summary
Conventional puzzle games fail to utilize spatial elements in the puzzle area for character battles, limiting the integration of spatial elements in the battle between characters.
A game program that arranges manipulable player and inoperable enemy objects within a puzzle area, allowing attacks based on the positional relationship between groups of objects, and utilizing ability scores to determine damage and perform actions such as erasing enemy objects and placing new puzzle elements.
Enhances the utilization of spatial elements in character battles, providing a more engaging gameplay experience by integrating puzzle operations into battle outcomes.
Smart Images

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Abstract
Description
Technical Field
[0001] One embodiment of the present invention relates to a game program.
Background Art
[0002] Conventionally, as a puzzle game that can be executed on a mobile terminal such as a smartphone, a game that combines puzzle elements and battle elements between characters is known. For example, Patent Document 1 discloses a game in which a puzzle area including a plurality of puzzle elements is arranged at the lower part of a game screen, and a battle area including enemy characters and ally characters is arranged at the upper part of the game screen. In such a game, battles are conducted between characters according to the result of operating the puzzle area.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the conventional puzzle game as described above, battles between characters and puzzle operations are performed in separate areas, and merely the result of the puzzle operation is reflected in the result of the battle between characters. Originally, a puzzle game is a game that enjoys the spatial elements in the puzzle area, and it is important to utilize the spatial elements for game conquest to attract users. Therefore, there is room for improvement in the conventional puzzle game in that the spatial elements are not utilized in the battle between characters.
[0005] An object of one embodiment of the present invention is to provide a game program that can utilize the spatial elements in the puzzle area in the battle between characters.
Means for Solving the Problems
[0006] A game program according to one embodiment of the present invention arranges a plurality of puzzle elements, including manipulable player objects and inoperable enemy objects, within a puzzle area, and when a predetermined number or more player objects with predetermined commonalities are lined up as a result of the player moving one of the player objects, the program causes the computer to perform an attack on the enemy object based on the positional relationship between the group of objects and the enemy object within the puzzle area.
[0007] The player object may be associated with a player character whose ability scores improve in response to the player's actions. The enemy object may be associated with an enemy character having predetermined ability scores. The game program may cause the computer to determine the damage dealt to the enemy character when attacking the enemy object, based on the ability scores of the player character and / or the ability scores of the enemy character.
[0008] The game program may further cause the computer to perform the following actions when an enemy object that has been attacked satisfies a predetermined condition: erase the enemy object that satisfies the predetermined condition, and place other puzzle elements in the empty area where the erased enemy object was located.
[0009] The game program may, when the other puzzle elements are placed in the empty area, thereby forming a group of other objects in which a predetermined number or more player objects having predetermined commonalities are lined up, further cause the computer to perform the action of attacking the enemy object based on the positional relationship between the other group of objects and the enemy object.
[0010] The game program may cause the computer to construct a deck consisting of multiple player characters in response to the player's actions. The game program may further cause the computer to set hit points associated with the deck based on the ability values of each player character that makes up the deck, and to reduce the value of the hit points at a predetermined timing as an attack by the enemy object.
[0011] The game program may further cause the computer to perform the following actions when the group of objects is formed in the puzzle area by the player's actions: erase the group of objects, place a special object associated with the player character that constitutes the group of objects in at least one of the empty areas where the erased group of objects was located, and activate a skill associated with the special object in response to the player's actions on the special object.
[0012] The game program may further cause the computer to perform an attack on enemy objects within a predetermined range determined according to the skill level within the puzzle area. [Effects of the Invention]
[0013] According to one embodiment of the present invention, a game program can be provided that utilizes spatial elements in a puzzle area for battles between characters. [Brief explanation of the drawing]
[0014] [Figure 1] This is a block diagram showing the configuration of communication systems in rapid growth. [Figure 2] Block diagram showing the configuration of a communication device in a cross-sectional view. [Figure 3] This block diagram shows the server configuration in rapid growth. [Figure 4]It is a block diagram showing the game processing function of a communication device in an embodiment of the present invention. [Figure 5] It is a block diagram showing the game processing function of a server in an embodiment of the present invention. [Figure 6] It is a diagram showing a game image when a game program of an embodiment of the present invention is executed. [Figure 7] It is a diagram for explaining the association between a player character PC and a player object PJ. [Figure 8] It is a diagram for explaining the association between an enemy character EC and an enemy object EJ. [Figure 9] It is a diagram showing an example of game progress when a game program of an embodiment of the present invention is executed. [Figure 10] It is a diagram showing an example of game progress when a game program of an embodiment of the present invention is executed. [Figure 11] It is a diagram showing an example of game progress when a game program of an embodiment of the present invention is executed. [Figure 12] It is a diagram showing a game image when a game program of an embodiment of the present invention is executed. [Figure 13] It is a diagram showing an example of game progress when a game program of an embodiment of the present invention is executed. [Figure 14] It is a diagram showing an example when the effect of a special object is exerted by a player's touch operation. [Figure 15] It is a diagram showing an example when the effect of a special object is exerted by a player's touch operation. [Figure 16] It is a diagram showing an example of game progress when a game program of an embodiment of the present invention is executed. [Figure 17] It is a diagram showing an example when the skill of a special object is activated by a player's touch operation. [Figure 18] It is a diagram showing an example when the skill of a special object is activated by a player's touch operation. [Figure 19] This is a diagram showing an example of game progression when the game program according to an embodiment of the present invention is executed.
Embodiment for Carrying Out the Invention
[0015] Hereinafter, a game program (specifically, a program for image control of a puzzle game), which is an embodiment of the present invention, will be described with reference to the drawings. However, the present invention can be implemented in many different ways. That is, the present invention is not construed as being limited to the description of the embodiments shown below. In the drawings referred to in the present embodiment, the same parts or parts having the same functions are denoted by the same reference numerals or reference numerals with an alphabet attached after the same reference numeral, and the repeated description thereof is omitted.
[0016] In this specification and the claims, each term is defined as follows.
[0017] A "game image" is an image representing the progress of a game displayed on a display. In the case of a puzzle game, a game image including a puzzle area in which a plurality of puzzle elements are arranged is displayed on the display. A game player (hereinafter simply referred to as a "player") can perform a game operation by performing a touch operation on a part of the game image.
[0018] A "puzzle area" is an area in a game image in which a plurality of puzzle elements are arranged. The puzzle game progresses when the player operates the puzzle elements arranged in the puzzle area to change the arrangement of the puzzle elements or causes an event (such as activation of a skill or an attack on an enemy character) within the puzzle area.
[0019] A "puzzle element" refers to an object that functions as an individual piece of a puzzle (specifically, an image in the game that is manipulated or processed). Puzzle elements include "manipulative objects" that the player can interact with and "non-manipulative objects" that the player cannot interact with. Manipulative objects may include "player objects" and "special objects." Non-manipulative objects may include "enemy objects" that the player can attack and "obstructive objects" that prevent the movement of puzzle elements.
[0020] "Touch operation" refers to an operation performed by a user by touching a touch panel or similar device with their finger or a stylus pen (hereinafter referred to as "indicator"). "Tap operation" refers to a touch operation in which the duration from the start to the release of contact with the indicator is short. "Long press operation" refers to a touch operation in which the duration from the start to the release of contact with the indicator is longer than that of a tap operation. "Slide operation" refers to an operation in which the point of contact is moved while maintaining contact with the indicator (an operation involving a change in the coordinates of the point of contact). Among slide operations, operations in which the contact time of the indicator is long are sometimes called swipe operations. Also, among slide operations, operations in which the contact time of the indicator is short are sometimes called flick operations.
[0021] A "program" refers to an instruction or set of instructions executed by a processor in a computer equipped with a processor and memory. A "computer" is a general term referring to the entity that executes a program. For example, when a program is executed by a server (or client), "computer" refers to the server (or client). Also, when a "program" is executed through distributed processing between a server and a client, "computer" includes both the server and the client. In this case, "program" includes "the program executed on the server" and "the program executed on the client." Similarly, when a "program" is processed in a distributed manner across multiple servers, "computer" includes multiple servers, and "program" includes each program executed on each server.
[0022] <First Embodiment> [Communication system configuration] Figure 1 is a block diagram showing the configuration of a communication system 1000 in one embodiment of the present invention. The communication system 1000 includes a communication device 100 and a server 500. The communication device 100 and the server 500 are connected to a network NW such as the Internet or a communication line. The communication system 1000 is a client-server system consisting of a client, the communication device 100, and a server 500.
[0023] The communication device 100 is, for example, a mobile terminal such as a smartphone. By connecting to a network NW, the communication device 100 can communicate with the server 500 or other communication devices. The communication device 100 can have a game program installed. By running the game program installed on the communication device 100, a puzzle game is provided in which the player object in the puzzle area can be manipulated according to the user's actions.
[0024] The game program is downloaded from the server 500 to the communication device 100 via the network NW. However, the game program may be pre-installed on the communication device 100. Furthermore, the game program may be provided already recorded on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, magneto-optical recording medium, or semiconductor memory. In this case, the communication device 100 can be any information processing device equipped with a device for reading the recording medium.
[0025] The game program can be executed in any of the following ways: by the communication device 100, by the server 500, or by the communication device 100 and the server 500 sharing the role of execution (so-called distributed processing).
[0026] Server 500 is an information processing device that provides game programs and various services to the communication device 100. These services include, for example, login and synchronization processes when running online games on the communication device 100. Other services may include, for example, social networking services (SNS). The game program is recorded in a storage device included in Server 500, a recording medium readable by Server 500, or a database accessible to Server 500 via a network NW. In Figure 1, Server 500 is shown as a single information processing device, but it may be composed of multiple information processing devices.
[0027] [Configuration of the G device] Figure 2 is a block diagram showing the configuration of a communication device 100 in one embodiment of the present invention. The communication device 100 in this embodiment includes a control unit 101, a storage unit 102, a display unit 103, an operation unit 104, a sensor unit 105, an imaging unit 106, a position detection unit 107, a communication unit 108, an audio input / output unit 109, and a notification unit 110. However, the communication device 100 is not limited to including all of these elements.
[0028] The control unit 101 includes a processor (arithmetic processing unit) such as a CPU (Central Processing Unit) and a storage device such as RAM. The control unit 101 executes programs stored in the storage unit 102 using the processor to realize various functions in the communication device 100. Signals output from each element of the communication device 100 are used by the various functions realized in the communication device 100.
[0029] The memory unit 102 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The memory unit 102 stores programs and information such as parameters necessary for the execution of those programs. For example, the aforementioned game program is stored in the memory unit 102.
[0030] The display unit 103 has a display area that displays various display images (for example, game images, etc.) in accordance with the control of the control unit 101. The display unit 103 is a display device such as a liquid crystal display or an organic EL display.
[0031] The operation unit 104 is an operating device that outputs signals (for example, signals indicating commands or information) to the control unit 101 in response to user operations. The operation unit 104 is a touch sensor located on the surface of the display unit 103. The operation unit 104, when combined with the display unit 103, constitutes a touch panel. Commands or information corresponding to user operations are input to the communication device 100 by the user touching the operation unit 104 with their finger or an object such as a stylus pen. However, the operation unit 104 may also include switches located on the housing of the communication device 100.
[0032] The sensor unit 105 is a device that collects information about the movement of the communication device 100, the environment surrounding the communication device 100, etc., and converts it into a signal. In this embodiment, the sensor unit 105 is, for example, an acceleration sensor. The control unit 101 acquires information about the movement of the communication device 100 (for example, tilt, vibration, etc.) based on the output signal of the sensor unit 105. However, the sensor unit 105 may also include an illuminance sensor, a temperature sensor, a magnetic sensor, or other sensors.
[0033] The imaging unit 106 is an imaging device (camera) that converts the image of the object to be imaged into a signal. The communication device 100 generates image files (including still image files and video files) based on the imaging signal output from the imaging unit 106. The imaging unit 106 also functions as a scanner that reads identification codes such as one-dimensional codes or two-dimensional codes.
[0034] The position detection unit 107 detects the position of the communication device 100 based on the position information. In this embodiment, the position detection unit 107 detects the position of the communication device 100 using GNSS (Global Navigation Satellite System).
[0035] The communication unit 108 is a wireless communication module that, under the control of the control unit 101, connects to the network NW and transmits and receives information with other communication devices, such as a server 500 connected to the network NW. The communication unit 108 may also include a communication module that performs infrared communication, short-range wireless communication, etc.
[0036] The sound input / output unit 109 handles sound input and output. For example, sound input is performed by the microphone of the sound input / output unit 109. Sound output is performed by the speaker of the sound input / output unit 109. In addition to communication with other communication devices, the sound input / output unit 109 can also be used to collect external sounds or output voices or sound effects associated with game progress.
[0037] The notification unit 110 notifies the user of the status of the communication device 100 by visual, auditory, or tactile means. Specifically, the notification unit 110 notifies the user of the status of the communication device 100 using light, sound, or vibration. For example, the notification unit 110 can notify the user of whether or not communication with an external device is taking place by flashing a lamp or vibrating the entire casing. The vibration of the entire casing is performed by a vibrator in the notification unit 110. The notification unit 110 can also notify the user of events that occur as the game progresses. For example, the notification unit 110 can notify the user using light, sound, or vibration that puzzle elements placed in the puzzle area have met predetermined conditions.
[0038] [Server Configuration] Figure 3 is a block diagram showing the configuration of a server 500 in one embodiment of the present invention. The server 500 in this embodiment includes a control unit 501, a storage unit 502, and a communication unit 503.
[0039] The control unit 501 includes an arithmetic processing circuit (control device) such as a CPU and a storage device such as RAM. The control unit 501 executes programs stored in the storage unit 502 using the CPU to realize various functions in the server 500. Signals output from each element of the server 500 are used by the various functions realized in the server 500.
[0040] The memory unit 502 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The memory unit 502 stores programs and information such as parameters necessary for the execution of those programs. For example, the aforementioned game program is stored in the memory unit 502. The memory unit 502 also stores various information received from other devices (e.g., communication device 100) via the network NW.
[0041] The communication unit 503 is a wireless communication module that, under the control of the control unit 501, connects to the network NW and transmits and receives information with other devices such as the communication device 100 and other servers connected to the network NW. Examples of other servers include game servers, SNS servers, and mail servers.
[0042] [Game processing function of communication device] The game processing functions performed by the communication device 100 will now be described. The game processing functions are realized by the control unit 101 of the communication device 100 executing a game program. Some or all of the configuration for realizing the game processing functions described below may be implemented by hardware.
[0043] Figure 4 is a block diagram showing the game processing function 10 of a communication device 100 in one embodiment of the present invention. The game processing function 10 includes a game operation acquisition unit 11, a setting data reception unit 12, a game data storage unit 13, a game processing execution unit 14, a status data transmission unit 15, a display data generation unit 16, and a display data output unit 17. However, the game processing function 10 shown in Figure 4 is merely an example, and some functions may be omitted or other functions may be added.
[0044] The game operation acquisition unit 11 acquires game operations from among the operations input by the user to the operation unit 104. Game operations are operations related to the game, and include, for example, the movement of puzzle elements (specifically, player objects) described later, and instructions for character selection when building a deck. Game operations are performed by touch operations on the operation unit 104.
[0045] The configuration data receiving unit 12 receives configuration data from the server 500 via the communication unit 108. The configuration data is data that includes various configuration parameters related to game progress and is generated at the server 500. The configuration data may also include control data related to game control.
[0046] The game data storage unit 13 stores setting data received by the setting data receiving unit 12, and also stores data necessary for displaying game images (for example, image data). The game data storage unit 13 may also store status data, which will be described later.
[0047] The game processing execution unit 14 executes processes to control the progress of the game (game progress processing) based on game operations acquired by the game operation acquisition unit 11 and setting data received by the setting data receiving unit 12. The game progress processing includes, for example, processing of various events associated with the movement of multiple puzzle elements placed in the puzzle area (including rearranging the puzzle elements), processing to generate status data corresponding to the processing of various events, and processing to control the game image according to the state of game progress. The status data is data that represents the state of game progress (placement of each puzzle element, presence or absence of enemy characters, remaining hit points of the player, etc.). The game processing execution unit 14 can generate status data at any time. Detailed specific examples of game progress processing will be described later.
[0048] The status data transmission unit 15 transmits the status data generated by the game processing execution unit 14 to the server 500 via the communication unit 108. The status data transmission unit 15 can transmit status data at any time, for example, when the game ends or when an event occurs.
[0049] The display data generation unit 16 generates display data for displaying game images on the display unit 103 according to the progress of the game controlled by the game processing execution unit 14. The display data includes background images and object images such as puzzle elements.
[0050] The display data output unit 17 outputs the display data generated by the display data generation unit 16 to the display unit 103. The display data output unit 17 generates signals such as signals to control the output timing of the display image and signals to control each driver circuit of the display unit 103.
[0051] [Server game processing capabilities] The game processing functions executed on server 500 are described below. These game processing functions are implemented by the control unit 501 of server 500 executing a game program. Some or all of the configurations for implementing the game processing functions described below may be implemented by hardware.
[0052] Figure 5 is a block diagram showing the game processing function 50 of a server 500 in one embodiment of the present invention. The game processing function 50 includes a status data receiving unit 51, a game data storage unit 52, a game processing execution unit 53, and a setting data transmission unit 54. However, the game processing function 50 shown in Figure 5 is merely an example, and some functions may be omitted or other functions may be added.
[0053] The status data receiving unit 51 receives status data from the communication device 100 via the communication unit 503. The status data may include identification data for identifying the source communication device 100.
[0054] The game data storage unit 52 stores status data received by the status data receiving unit 51 and setting data generated by the game processing execution unit 53. The status data and setting data are stored in association with the corresponding communication device 100.
[0055] The game processing execution unit 53 executes processes (game management processes) for managing the progress of the game based on the status data received by the status data receiving unit 51. The game management processes include, for example, processes for managing the status data associated with each communication device 100, processes for generating setting data according to the progress of each game, and processes for logging each communication device 100 into the game. The game management processes may also include processes for synchronizing the game progress among the communication devices 100. Furthermore, the game processing execution unit 53 is not limited to this example and can also execute at least a part of the aforementioned game progress processes in addition to the game management processes.
[0056] The configuration data is data used to set various parameters according to the state of game progress. For example, the configuration data includes identification data for the associated communication device 100, parameters related to the progress and control of the next game stage, and parameters related to the settings of updated player characters or enemy characters. The game processing execution unit 53 can generate configuration data associated with the communication device 100 corresponding to the status data it receives.
[0057] The configuration data transmission unit 54 transmits the configuration data generated by the game processing execution unit 53 to the corresponding communication device 100 via the communication unit 503. The configuration data transmission unit 54 can transmit configuration data at timings such as when an event occurs or when transitioning to the next game stage. In addition to configuration data, the configuration data transmission unit 54 may also transmit current status data to the communication device 100.
[0058] [Composition of game images] The game image GI described below is displayed on the display unit 103 by the control unit 101 (specifically, the processor in the control unit 101) of the communication device 100 shown in Figure 2, which executes the game program read from the storage unit 102. However, the control unit 501 (specifically, the processor in the control unit 501) of the server 500 shown in Figure 3 may execute the game program stored in the storage unit 502 and display the game image GI on the display unit 103 of the communication device 100.
[0059] Figure 6 shows the game image GI when a game program of one embodiment of the present invention is executed. Specifically, Figure 6 shows a scene from a puzzle game during game program execution. The communication device 100 is a mobile terminal such as a smartphone. The game image GI is displayed on the display unit 103 of the communication device 100. Although not shown in the figure, a touch sensor is arranged as an operation unit 104 in approximately the same area as the display unit 103.
[0060] The game image GI shown in Figure 6 includes a background area BA and a puzzle area PA. The background area BA displays a background image representing the battlefield, such as a forest, plain, or mountainous region. Furthermore, in this embodiment, the background area BA contains a skill meter SM indicating whether or not skill objects (described later) can be generated, a gauge PHG showing the player's hit point value, an indicator EN showing the remaining number of enemy characters in the puzzle area PA, an interface GC for adjusting game settings, and an interface GU for using game items. However, the images that can be placed in the background area BA are not limited to this example.
[0061] The puzzle area PA is the area used for playing the puzzle game, and multiple puzzle elements are placed there. In the example shown in Figure 6, the multiple puzzle elements include a player object PJ, an enemy object EJ, and an obstacle object IJ. A virtual gravity field is set up in the puzzle area PA, extending from top to bottom. Therefore, each puzzle element placed in the puzzle area PA will move downward to fill any empty space below it. At this time, each puzzle element moves downward as if it were falling naturally due to gravity. When an empty space is created above the puzzle area PA due to the downward movement of the puzzle elements, a new puzzle element is added from outside the area above the puzzle area PA. However, the example does not have to be limited to setting a virtual gravity field; the puzzle area PA may simply be controlled so that when an empty space is detected, the puzzle elements move from top to bottom to fill that empty space.
[0062] In the example shown in Figure 6, the player object PJ includes four types of player objects PJ1 to PJ4, distinguished by hatching. Each of the four types of player objects PJ1 to PJ4 is associated with one of four types of player characters PC1 to PC4. Player characters PC1 to PC4 are selected by the player before starting the puzzle game. In this embodiment, the group of characters formed by the multiple player characters PC selected by the player is called a "deck" or "party". The number of types of player objects PJ placed in the puzzle area PA corresponds to the number of multiple player characters PC that make up the deck.
[0063] Figure 7 is a diagram illustrating the relationship between player character PCs and player object PJs. As shown in Figure 7, player character PC1 and player object PJ1 correspond one-to-one. Each player character PC has individual ability values (ability parameters) assigned to it. In this embodiment, for the sake of explanation, multiple types of player object PJs are distinguished by hatching, but this is not the only way. For example, each player object PJ can be easily distinguished from other player object PJs by using an image that reflects the appearance and characteristics of the associated player character PC.
[0064] In Figure 7, "AAA" is the name of the player character PC1. "Lv" is the level value of the player character PC1, and it increases by 1 each time the experience point gauge EG reaches its maximum value. Experience points are accumulated according to predetermined rules as the game progresses through the player's actions, and are reflected in the gauge EG at the end of the game. However, experience points may be reflected in the gauge EG in real time during gameplay, not just in this example. As the player character PC's level value increases, various parameters such as "Attack" and "HP" also increase. In other words, the player character PC's abilities improve in response to the player's actions.
[0065] "Attack" is a parameter that indicates the attack power of player character PC1 and affects the damage dealt when attacking enemy character EC. "HP" is a parameter that indicates the hit points of player character PC1 and affects the maximum value of the HP indicator, which shows the player's hit points as shown in Figure 6. A player's hit points are associated with their deck and are set based on the ability scores of each player character that makes up the deck.
[0066] "Skills" are abilities activated by the player character PC1, and their names (such as "Lightning" in this case) are displayed. Skills have a range or number of puzzle elements that are affected when the player object PJ1 is manipulated to activate the skill. The number of skills is not limited to one; there may be multiple skills, and the number may increase according to the level value. In addition, other ability scores may be set, not limited to the example shown in Figure 7. For example, it is possible to set "Defense" as an ability score that affects the damage taken when attacked by an enemy character EC, or to set "Critical Rate" which indicates the probability of attack power being higher than normal.
[0067] When there is no need to distinguish between individual player objects PJ1 to PJ4, they are simply referred to as "player object PJ". The player progresses through the puzzle game by manipulating the player object PJ using touch controls. Although four types of player objects PJ1 to PJ4 are shown as examples here, the number of types of player object PJ is not limited to this number.
[0068] When a touch operation (e.g., a tap operation) is performed on player objects PJ1 to PJ4 placed within the puzzle area PA, the ability values of the player character PC associated with the player object PJ that was touched may be superimposed (e.g., displayed as a pop-up) on the game image GI. In this case, the effects of skill activation (such as the range of puzzle element removal) may also be displayed along with the skills that can be activated.
[0069] In the example shown in Figure 6, the enemy object EJ contains two types of enemy objects, EJ1 and EJ2, distinguished by hatching. The two types of enemy objects EJ1 and EJ2 are associated with different enemy characters EC1 and EC2, respectively. Enemy characters EC1 and EC2 are pre-set for each stage of the puzzle game. The enemy object EJ also displays the number of turns AN until it attacks the player, and a gauge EHG that shows the hit points of the enemy character EC. The enemy object EJ disappears when the gauge EHG, which shows the hit points of the enemy character EC, reaches zero. Also, when the number of turns AN until it attacks the player reaches zero, it attacks the player (i.e., the value of the gauge PHG, which shows the hit points of the player, decreases).
[0070] In this embodiment, the enemy object EJ is positioned as a puzzle element that does not move spontaneously, but only moves (falls) when an empty space is formed below it, or it does not move even when an empty space is formed below it (it remains fixed in the same position). However, this is not limited to this example, and the enemy object EJ may be positioned as a puzzle element that moves spontaneously. In this case, the player object PJ at the destination is erased, and an empty space is formed at the source, or another player object PJ is repositioned. Also, this is not limited to this example, but the player object PJ at the destination may not be erased but hidden by the enemy object EJ, and reappear when the enemy object EJ moves again. In this case, the player object PJ hidden by the enemy object EJ does not have to function as a puzzle element. For example, even if there are several player object PJs of the same type, including a hidden player object PJ, it is possible to set it so that they do not form the object group OG described later. Furthermore, in this embodiment, an example of positioning an enemy object EJ of the same size as a player object PJ is shown, but this is not limited to this example, and for example, one enemy object EJ may be positioned using the area of multiple player object PJs.
[0071] Figure 8 is a diagram illustrating the relationship between enemy character EC and enemy object EJ. As shown in Figure 8, there is a one-to-one correspondence between enemy character EC1 and enemy object EJ1. Similar to the player object PJ mentioned above, each enemy object EJ may use an image that reflects the appearance and characteristics of the associated enemy character EC. Enemy character EC has predetermined ability scores. In Figure 8, "GG" is the name of enemy character EC1. "Attack" is a parameter that indicates the attack power of enemy character EC1 and affects the damage dealt when attacking the player (i.e., the reduction in the player's hit points). "HP" is a parameter that indicates the hit points of enemy character EC1 and affects the damage taken when attacked by the player.
[0072] When there is no need to distinguish between individual enemy objects EJ1 and EJ2, they are simply referred to as "enemy object EJ". The player cannot manipulate enemy object EJ. As described later, enemy object EJ attacks the player at predetermined times, reducing the player's hit points. Note that while two types of enemy object EJ1 and EJ2 are shown as examples here, the types of enemy object EJ are not limited to this number.
[0073] When a touch operation (e.g., a tap operation) is performed on enemy objects EJ1 and EJ2 placed within the puzzle area PA, the ability values of the enemy character EC associated with the touched enemy object EJ may be superimposed (e.g., displayed as a pop-up) on the game image GI.
[0074] Obstacle objects IJ function as puzzle elements that hinder the movement of player objects PJ or enemy objects EJ. While only one type of obstacle object IJ is shown here, multiple types of obstacle objects IJ may be placed. Furthermore, obstacle objects EJ may be fixed in the same position or be movable to other positions. However, the player cannot manipulate obstacle objects IJ.
[0075] [Overview of game progression] Next, we will describe an overview of the puzzle game progression provided to the player by running the game program of one embodiment of the present invention.
[0076] Figure 9 shows an example of game progress when a game program of one embodiment of the present invention is executed. Specifically, Figure 9 shows the process of eliminating some of the puzzle elements by changing the arrangement of some of the puzzle elements.
[0077] First, as shown in "1. Rearranging," the player's touch operation (dragging or flicking one puzzle element towards an adjacent puzzle element) swaps the positions of two adjacent puzzle elements. The example shown in Figure 9 illustrates the operation of swapping the positions of player object PJ1 and player object PJ2.
[0078] The swapping of puzzle elements can only be performed if certain conditions are met. These conditions include the condition that, after swapping player objects (PJ), a group of objects (OG) is formed in which a predetermined number or more player objects (PJ) with predetermined commonalities are lined up. "Definite commonalities" may, for example, be associated with the same player character (PC) or have the same attributes. "Definite number" may, for example, be three or more. "Group of objects" is a collection of objects composed of multiple player objects. If the above conditions are not met, the swapping of puzzle element positions will not be performed. In this case, a visual effect may be displayed in response to the player's touch operation, showing the two puzzle elements to be swapped being moved partway and then returned to their original positions.
[0079] In the example shown in Figure 9, the positions of the player object PJ1 and the adjacent player object PJ2 are swapped, resulting in three player objects PJ1 being arranged vertically, thus satisfying the specific conditions mentioned above. Therefore, the positions of the player object PJ1 and the adjacent player object PJ2 are swapped, and an object group OG1 is formed consisting of three player objects PJ1 arranged vertically.
[0080] When the aforementioned object group OG1 is formed by rearranging the puzzle elements, the formed object group OG1 is erased, as shown in "2. Erase". When object group OG1 is erased, an empty area is created at the position corresponding to object group OG1. As shown in "3. Rearrange", puzzle elements located above the newly formed empty area fall (move) to fill the empty area, and the rearrangement of puzzle elements is performed. In the example shown in Figure 9, one player object PJ1 and two player objects PJ2 are rearranged. Although not shown in the illustration, puzzle elements located further above will fall into the empty area created by the falling of puzzle elements above. In this way, the empty area of the puzzle area PA is filled by the chain reaction of falling puzzle elements.
[0081] Although not shown in Figure 9, during the "3. Rearrangement" process, if a new group of objects to be removed (OG) is formed by filling empty areas with other puzzle elements (i.e., if a predetermined number or more of player objects (PJ) with predetermined commonalities are lined up), the newly formed group of objects (OG) will also be removed. This process of continuously removing groups of objects (OG) is called a "chain reaction." When a group of objects (OG) is removed by a chain reaction, the rearrangement of puzzle elements to fill empty areas is continuously performed. The chain reaction continues until no more groups of objects to be removed (OG) are formed.
[0082] In this embodiment, the series of processes from "1. Rearrangement" to "3. Re-arrangement" described above is called a "turn." In other words, a turn is a unit of game progression. In this embodiment, a turn begins by swapping the positions of adjacent player objects (PJ), and ends when the resulting group of objects is deleted and the re-arrangement of multiple player objects (PJ) is complete. If a chain reaction occurs, the turn ends when the chain reaction ends and the re-arrangement is complete.
[0083] Figures 10 and 11 show an example of game progression when a game program of one embodiment of the present invention is executed. Specifically, Figures 10 and 11 show the process of changing the arrangement of some of the puzzle elements, thereby eliminating some of the puzzle elements and attacking the enemy character.
[0084] In the example shown in Figure 10, as explained in Figure 9 above, the positions of two adjacent puzzle elements are first swapped by the player's touch operation. In the example shown in Figure 10, the positions of player object PJ2 and player object PJ3, which are adjacent vertically, are swapped.
[0085] In the example shown in Figure 10, the positions of the player object PJ2 and player object PJ3 are swapped, resulting in three player objects PJ3 being lined up horizontally, thus satisfying the specific conditions mentioned above. That is, an object group OG3 is formed, consisting of three player objects PJ3 lined up horizontally.
[0086] When the aforementioned object group OG3 is formed by rearranging the puzzle elements, the formed object group OG3 is erased as shown in "2. Erase". In the example shown in Figure 10, two enemy objects EJ2 are placed adjacent to the object group OG3 that are to be erased. In this case, when the object group OG3 is erased, damage is dealt to the adjacent enemy objects EJ2. In other words, based on the spatial positional relationship between the object group OG to be erased and the enemy objects EJ within the puzzle area PA, the player can attack the enemy objects EJ. When damage is dealt to enemy objects EJ2, a predetermined visual effect may be displayed.
[0087] In this embodiment, the damage dealt to enemy object EJ is determined based on the ability values of the enemy character EC associated with enemy object EJ and the ability values of the player character PC associated with the player object PJ that constitutes the object group OG. That is, in the example shown in Figure 10, the damage dealt to enemy object EJ2 upon the deletion of object group OG3 is determined based on the ability values of the enemy character EC2 associated with enemy object EJ2 and the ability values of the player character PC3 associated with player object PJ3. If no defense is set for the enemy character EC, the damage may be determined based solely on the attack power of the attacking player character PC.
[0088] The enemy character EC2 associated with enemy object EJ2 will have its hit points reduced according to the damage dealt. If the hit point gauge EHG reaches zero as the hit points decrease, the enemy object EJ2 will be eliminated. On the other hand, if the EHG gauge does not reach zero as the hit points decrease, the remaining hit points will be reflected in the EHG gauge. In the example shown in Figure 10, the elimination of the object group OG3 will show that the hit points of the enemy character EC2 associated with enemy object EJ2 have been reduced by almost half.
[0089] Subsequently, as shown in "3. Rearrangement," puzzle elements located above fall (move) into the empty space created by the deletion of object group OG3, and the rearrangement of puzzle elements is performed. Once the rearrangement of puzzle elements is complete, the turn ends. As mentioned above, the number of turns AN until the enemy objects EJ1 and EJ2 attack the player is displayed overlaid on them. Therefore, the number of turns AN decreases by 1 at the end of the turn in "3. Rearrangement" compared to the start of the turn in "1. Change of Placement."
[0090] Next, we will explain the turn that follows the turn shown in Figure 10 using Figure 11. In the example shown in Figure 11, in "1. Change of Placement," the position of player object PJ1 and player object PJ2, which are adjacent horizontally, are swapped. In the example shown in Figure 11, because the positions of the player object PJ1 and player object PJ2 are swapped, three player object PJ2s are arranged vertically, thus satisfying the specific condition mentioned above. That is, an object group OG2 is formed, consisting of three player object PJ2s arranged vertically.
[0091] When the aforementioned object group OG2 is formed by rearranging the puzzle elements, the formed object group OG2 is removed, as shown in "2. Removal". In the example shown in Figure 11, the object group OG2 to be removed is placed adjacent to two enemy objects EJ2 arranged vertically. In this case, the object group OG2 is removed, and damage is dealt to the adjacent enemy objects EJ2.
[0092] In the example shown in Figure 11, the enemy character EJ2, whose hit points were already halved in the turn shown in Figure 10, will have its hit points reduced to zero by the attack in the turn shown in Figure 11. Therefore, the enemy object EJ2, whose hit points have reached zero, is eliminated. In this way, enemy objects EJ that have been attacked are eliminated when predetermined conditions are met. On the other hand, the remaining hit points of the gauge EHG of enemy objects EJ2 located below the eliminated enemy object EJ2 will decrease. In this embodiment, the predetermined condition is exemplified as the case where hit points reach zero, but this is not the only example.
[0093] Subsequently, the puzzle elements are rearranged as the object group OG2 is removed. In the example shown in Figure 11, the empty space created by the removed enemy object EJ2 is filled by the player object PJ1 that falls from above. Once the rearrangement of the puzzle elements is complete, the turn ends. When the turn ends, the turn count AN decreases by 1 compared to the state shown in Figure 10. In the example shown in Figure 11, as the turn count has decreased by 1, the turn count AN of the remaining three enemy objects EJ2 is now zero. Therefore, the enemy objects EJ2 attack the player.
[0094] Figure 12 shows the game image GI when a game program of one embodiment of the present invention is executed. Specifically, Figure 12 shows the game image GI immediately after the rearrangement of the puzzle elements shown in Figure 11 is completed. As mentioned above, in the example shown in Figure 12, the turn count AN of the remaining three enemy objects EJ2 is zero, so the enemy objects EJ2 attack the player.
[0095] An attack by enemy object EJ2 means that an event occurs in which the hit points associated with the player are reduced. In this embodiment, the damage dealt to the player is determined based on the ability scores associated with the deck composed by the player and the ability scores of the enemy character EC associated with enemy object EJ. That is, in the example shown in Figure 12, the damage dealt to the player is determined based on the ability scores associated with the deck composed of player characters PC1 to PC4 and the ability scores of the enemy character EC2 associated with enemy object EJ2. If no defense is set for player character PC, the damage may be determined based only on the attack power of the attacking enemy character EC.
[0096] The ability scores associated with a deck are determined according to the individual ability scores of each player character PC1 to PC4 who make up the deck. For example, the hit points associated with a deck (i.e., the hit points associated with a player) may be the sum of the hit point values of each player character PC1 to PC4. Also, a player's attack resistance may be a value derived according to a predetermined rule based on the defensive ability scores (e.g., a parameter indicating defensive strength) of each player character PC1 to PC4.
[0097] The damage dealt by an enemy object EJ2 may be the sum of the damage dealt by each individual enemy object EJ2. That is, in the example shown in Figure 12, the damage dealt to the player is three times the damage dealt by a single enemy object EJ2. However, this is not the only example; damage can be derived according to any rule, such as exponentially increasing damage based on the number of enemy objects EJ2. Furthermore, enemy objects EJ2 are not limited to attacking the player; they may, for example, restore the hit points of other enemy objects EJ or provide assistance to other enemy objects EJ.
[0098] The PHG gauge, which shows the player's hit points, reflects the hit points reduced according to the damage dealt, which is determined based on the ability scores of the enemy character EC2 associated with the enemy object EJ2. In the example shown in Figure 12, the player has been attacked by three enemy objects EJ2, and their hit points have decreased compared to the game image GI shown in Figure 6. Although not shown in the illustration, a visual indication may be displayed during an attack to show that the attack was directed from the enemy object EJ2 towards the PHG gauge.
[0099] As the player's hit points decrease, the PHG gauge, which indicates the player's hit points, will reach zero, ending the game stage. On the other hand, if the PHG gauge does not reach zero due to the decrease in hit points, the remaining hit points will be reflected in the PHG gauge, and the game will continue.
[0100] As described above, in this embodiment, a playable player object PJ and an unplayable enemy object EJ are placed within the puzzle area PA as puzzle elements. When the player moves the player objects and forms a group of objects with predetermined commonalities in a predetermined number or more, the enemy object EJ can be attacked based on the positional relationship between the object group OG and the enemy object EJ within the puzzle area PA. Furthermore, not limited to when the player moves the player objects, when the object group OG is eliminated by the aforementioned chain reaction, the enemy object EJ may also be attacked based on the positional relationship between the object group OG and the enemy object EJ. In this way, according to this embodiment, spatial elements in the puzzle area PA can be utilized in battles between characters.
[0101] On the other hand, enemy object EJ can attack the player at a predetermined timing (for example, when the number of turns AN until enemy object EJ attacks becomes zero). At this time, the attack by enemy object EJ acts outside the puzzle area PA. Specifically, an attack by enemy object EJ2 triggers an event that reduces the hit points associated with the player. However, this is not the only example; it is also possible for enemy object EJ's attack to directly affect player object PJ (for example, to eliminate one or more player object PJ).
[0102] <Second Embodiment> In this embodiment, an example of placing a special object when the group of objects to be deleted (OG) satisfies predetermined conditions will be described. In this embodiment, a special object is an object that can produce special effects through player operation. In the drawings used to describe this embodiment, the same reference numerals are used for elements that are the same as in the first embodiment, and their descriptions are omitted.
[0103] Figure 13 shows an example of game progress when a game program of one embodiment of the present invention is executed. Specifically, Figure 13 shows the process of eliminating some of the puzzle elements by changing the arrangement of some of the puzzle elements.
[0104] In the example shown in Figure 13, as shown in "1. Change of Placement," the player's touch operation swaps the positions of adjacent player object PJ2 and player object PJ3. As a result, as shown in "2. Delete," four player objects PJ3 are arranged vertically, thus satisfying the specific conditions mentioned above. Therefore, the positions of the target player object PJ2 and the adjacent player object PJ3 are swapped, and an object group OG3 is formed consisting of four player objects PJ3 arranged vertically.
[0105] In this embodiment, a special object generation condition is set as a specific condition. Specifically, a special object is generated when a group of objects OG is formed in which four or more player objects PJ having predetermined commonalities are arranged in a line. The special object generation condition is not limited to cases where puzzle elements are arranged in one direction, but may also include cases where they are arranged in a specific arrangement (for example, an L-shaped arrangement or a cross-shaped arrangement).
[0106] In the example shown in Figure 13, since four player objects PJ3 associated with the same player character PC3 are lined up vertically, a special object, a vertical erase object SJ1, is generated. The vertical erase object SJ1 is generated in the erased empty area of the object group OG3 and falls into the empty area below through "3. Rearrangement".
[0107] Special objects SJ exhibit special effects in response to the player's touch input. The effect exhibited by a special object SJ is determined by the direction in which the object group OG was formed, the ability values of the player character PC associated with the player object PJ that constitute the object group OG, and so on. In this embodiment, an example is shown where a special object SJ exhibits an offensive effect (an effect that erases player objects PJ or attacks enemy objects EJ), but the example is not limited to this, and special objects SJ may also have healing effects (such as an effect that restores the player's hit points) or support effects (such as increasing the ability values of each player character PC for a certain period of time).
[0108] Figure 14 shows an example of how a special object's effect is activated by a player's touch operation. The example in Figure 14 shows what happens when a player performs a touch operation (specifically, a tap operation) on a vertical erase object SJ1. As shown in Figure 14, all player objects PJ in the column where the vertical erase object SJ1 is located are erased. However, the effect of the vertical erase object SJ1 may be limited not to the entire column, but to a predetermined number of player objects PJ above and below the position of the vertical erase object SJ1.
[0109] Furthermore, while Figure 13 shows an example where a group of objects OG is formed vertically, if four player objects PJ associated with the same player character PC are lined up horizontally, a special object, a horizontal deletion object SJ2, may be generated.
[0110] Figure 15 shows an example of how a special object's effect is activated by a player's touch operation. The example in Figure 15 shows what happens when a player performs a touch operation (specifically, a tap operation) on a horizontal erase object SJ2. As shown in Figure 15, all player objects PJ in the row where the horizontal erase object SJ2 is located are erased. In this case as with the vertical erase object SJ1, the effect of the horizontal erase object SJ2 may be limited not to the entire row, but to a predetermined number of player objects PJ to the left and right of the position of the horizontal erase object SJ2.
[0111] Furthermore, as a condition for generating the aforementioned special objects, a condition for generating a skill object KJ that can activate skills associated with the player character PC may be added. For example, the condition for generating a skill object KJ may be set so that a skill object KJ is generated when a group of objects OG is formed in which five player objects PJ having predetermined commonalities are lined up.
[0112] Figure 16 shows an example of game progress when a game program of one embodiment of the present invention is executed. Specifically, Figure 16 shows the process of eliminating some of the puzzle elements by changing the arrangement of some of the puzzle elements.
[0113] In the example shown in Figure 16, as shown in "1. Change Placement," the player's touch operation swaps the positions of adjacent player object PJ2 and player object PJ3. As a result, as shown in "2. Delete," five player object PJ2s are arranged horizontally, forming object group OG2 consisting of five horizontally arranged player object PJ2s.
[0114] At this time, in order to satisfy the conditions for generating the aforementioned skill object KJ, skill object KJ2 is generated as a special object. Skill object KJ2 is generated from object group OG2, which consists of five player objects PJ2 lined up, and therefore can activate the skill associated with player character PC2 (see Figure 7). Skill object KJ2 is generated in the empty space of object group OG2 that has been erased. Player objects PJ above fall into the empty space created by the erasure of object group OG2 through "3. Repositioning".
[0115] Figure 17 shows an example of when a special object's skill is activated by a player's touch operation. The example shown in Figure 17 illustrates what happens when a player performs a touch operation (specifically, a tap operation) on skill object KJ2. As shown in Figure 17, when the skill of skill object KJ2 is activated, it exhibits a special effect corresponding to that skill. Specifically, when the skill of skill object KJ2 is activated, all player object PJ in the row and column where skill object KJ2 is located are cleared. However, not limited to this example, the effect of the skill activated by skill object KJ2 (for example, the range or number of puzzle elements affected when the skill is activated) may be limited to a predetermined number of player object PJ in the up, down, left, and right directions from the position of skill object KJ2.
[0116] Furthermore, while Figure 16 shows an example where the object group OG is formed by player object PJ2, if an object group OG is formed by other player object PJs, it will have different effects depending on the player character PC associated with each player object PJ. For example, if the object group OG is formed by player object PJ1, the skill of skill object KJ1 will be determined according to the ability score of player character PC1.
[0117] Figure 18 shows an example of when a player activates a special object's skill through touch operation. The example in Figure 18 shows what happens when a player performs a touch operation (specifically, a tap operation) on skill object KJ1. As shown in Figure 18, when the skill of skill object KJ1 is activated, 12 player objects PJ are removed, centered around skill object KJ1. Thus, the skill activated by skill object KJ varies depending on the ability score of the associated player character PC.
[0118] In Figure 16, the generation condition for a Skill Object KJ is explained as the formation of an object group OG consisting of five Player Objects PJ having predetermined commonalities, but this is not the only example. For example, depending on the number of consecutive chain reactions when eliminating Player Objects PJ, or the cumulative number of eliminated Player Objects PJ, a Player Object PJ in the puzzle area PA may be randomly transformed into a Skill Object KJ. In this case, energy is charged inside the Skill Meter SM shown in Figure 6 according to the number of consecutive chain reactions, and when the Skill Meter SM is full, one of the Player Objects PJ in the puzzle area PA transforms into a Skill Object KJ. The Player Object PJ that transforms into a Skill Object KJ is not limited to being randomly selected, but may also be selected based on a predetermined priority order.
[0119] Figures 17 and 18 illustrate an example of activating a Skill Object KJ's skill individually, but Skill Object KJ can also be combined with other Skill Object KJs to activate a combined skill.
[0120] Figure 19 shows an example of game progression when a game program of one embodiment of the present invention is executed. Specifically, Figure 19 shows the process of activating a combined skill by having two adjacent skill objects KJ interact with each other.
[0121] In the example shown in Figure 19, two Skill Objects KJ2 are placed as special objects within the puzzle area PA. Specifically, the two Skill Objects KJ2 are arranged adjacent to each other vertically. In this case, as shown in "1. Combination Operation," when the player performs a touch operation (drag operation or flick operation) to move one Skill Object KJ2 toward the other Skill Object KJ2, the two Skill Objects KJ2 interact with each other and activate a combined skill.
[0122] In this embodiment, by combining two skill objects KJ2, player objects PJ in two rows and three columns are deleted, as shown in "2. Skill Activation". In other words, compared to when the skill of skill object KJ2 shown in Figure 17 is activated individually, the range and number of player objects PJ deleted in the example shown in Figure 19 are increased. Thus, in this embodiment, by activating a combined skill in response to the operation of combining two skill objects KJ, the range of player object PJ deletion can be expanded compared to when the skill is activated individually.
[0123] The combined skills mentioned above produce different effects depending on the combination of skill objects KJ. For example, Figure 19 shows an example of combining two skill objects KJ2, but if two skill objects KJ1 are combined, a different combined skill may be activated than the example shown in Figure 19. Furthermore, it is possible to set combined skills not only when combining the same skill objects KJ, but also when combining different types of skill objects KJ. In addition, it is possible to set combined skills by combining skill objects KJ with the other special objects SJ mentioned above (vertical elimination objects and horizontal elimination objects).
[0124] <Third Embodiment> In the first and second embodiments, an example was described in which the control unit 101 of the communication device 100 performs the game progression processing when the puzzle game is played. However, the game progression processing is not limited to this example, and the control unit 501 of the server 500 may also perform the game progression processing. In this case, the control unit 101 of the communication device 100 may be responsible for acquiring game operations by the player and executing the display control of the game image GI, while the control unit 501 of the server 500 may be responsible for other game progression processing.
[0125] Another example is that the game progression process can be executed as a distributed process between the communication device 100 and the server 500.
[0126] Although the present invention has been described above with reference to the drawings, the present invention is not limited to the embodiments described above, and can be modified as appropriate without departing from the spirit of the invention. For example, any addition, deletion, or design modification of components by a person skilled in the art based on each embodiment (including modified examples) is also included in the scope of the present invention, as long as it retains the gist of the invention. Furthermore, the embodiments described above can be combined as appropriate as long as they do not contradict each other, and technical matters common to each embodiment are included in each embodiment even without explicit description.
[0127] Any effects or benefits other than those brought about by the embodiments described above, if they are clear from the description herein or easily predictable to a person skilled in the art, are naturally considered to be brought about by the present invention. [Explanation of Symbols]
[0128] 10...Game processing function, 11...Game operation acquisition unit, 12...Setting data reception unit, 13...Game data storage unit, 14...Game processing execution unit, 15...Status data transmission unit, 16...Display data generation unit, 17...Display data output unit, 50...Game processing function, 51...Status data reception unit, 52...Game data storage unit, 53...Game processing execution unit, 54...Setting data transmission unit, 100...Communication device, 101...Control unit, 102...Storage unit, 103...Display unit, 104...Operation unit, 105...Sensor unit, 106 ...imaging unit, 107...position detection unit, 108...communication unit, 109...sound input / output unit, 110...notification unit, 500...server, 501...control unit, 502...storage unit, 503...communication unit, 1000...communication system, NW...network, GI...game image, PA...puzzle area, BA...background area, PJ...player object, EJ...enemy object, IJ...obstacle object, PC...player character, EC...enemy character, OG...object group, SJ...special object, KJ...skill object
Claims
1. Within the puzzle area, multiple puzzle elements are placed, including playable player objects and non-playable enemy objects. When the player moves one of the player objects, an attack is dealt to the enemy object based on the positional relationship between the player object and the enemy object within the puzzle area. When an enemy object subjected to the aforementioned attack meets a predetermined condition, the enemy object that meets the predetermined condition is removed, and other puzzle elements that were adjacent to the removed enemy object are moved to the empty area where the removed enemy object was located and rearranged. In response to the removal of the enemy object, a new puzzle element is added to the inside of the puzzle area from outside the puzzle area. A game program that causes a computer to run, The aforementioned player object is associated with a player character whose ability scores improve in response to the player's actions. The aforementioned enemy object is associated with an enemy character having a predetermined ability score. A game program in which attacking the enemy object includes determining the damage dealt to the enemy character according to the player character's ability scores and / or the enemy character's ability scores.
2. When the other puzzle elements are placed in the empty area, an attack is dealt to the enemy object based on the positional relationship between the player object and the enemy object within the puzzle area. The game program according to claim 1, further comprising causing the computer to execute the following.
3. Depending on the player's actions, a deck consisting of multiple player characters is formed. Based on the ability values of each player character that makes up the deck, the hit points associated with the deck are set. The attack by the aforementioned enemy object involves reducing the value of the hit points at a predetermined timing. The game program according to claim 1 or 2, further comprising causing a computer to execute the following.
4. As an attack by the aforementioned enemy object, the value of the hit points associated with the player object is reduced at a predetermined timing. The game program according to claim 1 or 2, further comprising causing a computer to execute the following.
5. When a predetermined number or more player objects having predetermined commonalities are formed by the player's actions, the object group is deleted, and a skill object associated with the player character constituting the object group is placed in at least one of the empty areas where the deleted object group was located. In response to the player's operation on the skill object, the skill corresponding to the skill object is activated. A game program according to any one of claims 1 to 4, further comprising causing a computer to execute the following.
6. In response to the elimination of the puzzle elements by the player's actions, energy is charged into the skill meter, and when the skill meter is full, the skill corresponding to the skill meter becomes activatable. A game program according to any one of claims 1 to 5, further comprising causing a computer to execute the following.
7. Within the puzzle area, attack the enemy object that is included in a predetermined range determined according to the skill, The game program according to claim 5 or 6, further comprising causing the computer to execute the following.
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