Game Program

The game program enhances entertainment and strategy by allowing players to activate and combine skills through touch operations, changing character forms with sustained effects, improving gameplay complexity and immersion.

JP7856837B1Active Publication Date: 2026-05-11NHN PLAYART
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NHN PLAYART
Filing Date
2025-09-12
Publication Date
2026-05-11

AI Technical Summary

Technical Problem

Existing game programs lack mechanisms to enhance the entertainment and strategic depth by allowing players to sustain and strategically combine skill effects of player characters in battles.

Method used

A game program that displays skill icons and allows players to perform touch operations to activate and combine skills, enabling the player character to change forms with unique special effects, and sustain these effects until the skill activation period ends.

Benefits of technology

Enhances the entertainment and strategic aspects of the game by requiring players to consider skill activation and combination, thereby increasing gameplay complexity and immersion.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This is a game program related to a game in which the player controls a player character, and it enhances the entertainment value and strategic aspect of the game. [Solution] The game program displays a player character that can be controlled by the player, as well as a first skill icon and a second skill icon associated with each of the first and second skills set for the player character. When the player performs a first touch operation superimposed on the first skill icon, the program displays a player character that performs a skill activation action corresponding to the first skill. When the player performs a second touch operation superimposed on the second skill icon within the first skill activation action period set for the first skill, the effect of the first skill is carried over, and the effect of the first skill is applied when the second skill is activated. The program causes the computer to perform these actions.
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Description

Technical Field

[0001] One embodiment of the present invention relates to a game program.

Background Art

[0002] In recent years, not only stationary information processing terminals but also portable information processing terminals allow players to enjoy games in which they operate player characters placed in a virtual space via a network. In such games, player characters have special skills, i.e., skills, and by activating the skills in battles against other player characters or enemy characters, not only can the battles be advanced advantageously, but also the entertainment value of the game can be enhanced by the production actions of activating the skills of the player characters (see, for example, Patent Document 1 and Patent Document 2).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0004] One embodiment of the present invention is a game program related to a game in which a player operates a player character, and one of the objectives is to enhance the entertainment value and strategic nature of the game.

Means for Solving the Problems

[0005] A game program according to one embodiment of the present invention displays a player character that can be controlled by the player, and first and second skill icons associated with a first skill and a second skill set on the player character, respectively. When the player performs a first touch operation superimposed on the first skill icon, the program displays a player character that performs a skill activation action corresponding to the first skill. When the player performs a second touch operation superimposed on the second skill icon within the first skill activation action period set for the first skill, the program causes the computer to perform the following actions: the effect of the first skill is carried over, and the effect of the first skill is applied when the second skill is activated.

[0006] The effect of the first skill granted upon activation of the second skill may be a part of the effect granted upon activation of the first skill.

[0007] The player character can change from a first form to a second form which is granted special effects different from those of the first form. When a skill of the player character in the second form is activated, the character changes back to the first form. When the player character is in the second form and the first and second touch operations are performed, the special effects set for the second skill may continue until the second skill activation period ends.

[0008] The special effect may be one that allows the player character to attack enemy characters that they could not attack in their first form.

[0009] The duration of the first skill activation action and the duration of the second skill activation action may be different.

[0010] The game program may further display a third skill icon associated with a third skill set for the player character, and when a third touch operation is performed by the player in conjunction with the third skill icon during the activation period of the second skill set for the second skill, the effect of the first skill or the effect of the second skill may be carried over, and the effect of the first skill or the effect of the second skill may be applied when the third skill is activated.

[0011] The player character can change from a first form to a second form which is granted special effects different from those of the first form. When the player character's skill in the second form is activated, the player character changes back to the first form. When the player character is in the second form, if the first, second, and third touch operations are performed, the special effects may continue until the activation period of the third skill set for the third skill ends.

[0012] Each of the first touch operation and the second touch operation may be a flick operation.

[0013] The first touch operation and the second touch operation are the start and end of contact for a drag operation, the first touch operation makes the first skill icon movable in correspondence with the movement of the drag operation, and when the second touch operation is performed, the first skill icon that overlaps with the second skill icon may be erased. [Effects of the Invention]

[0014] In the game provided in the game program according to one embodiment of the present invention, the effects of skills activated by the player character can be sustained in response to the player's touch input. Therefore, the player will have to consider whether or not to activate skills and the combination of skills as they progress through the game, thereby enhancing the entertainment and strategic aspects of the game. [Brief explanation of the drawing]

[0015] [Figure 1] It is a block diagram showing the configuration of a communication system according to an embodiment of the present invention. [Figure 2] It is a block diagram showing the configuration of a communication device according to an embodiment of the present invention. [Figure 3] It is a block diagram showing the configuration of a server according to an embodiment of the present invention. [Figure 4] It is a block diagram showing the game processing function of a communication device according to an embodiment of the present invention. [Figure 5] It is a block diagram showing the game processing function of a server according to an embodiment of the present invention. [Figure 6] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 7] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 8] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 9] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 10] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [[ID=3)]] [Figure 11] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [[ID=]] [Figure 12] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 13] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 14] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 15] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 16] It is a flowchart for explaining game progress processing executed by a game program according to an embodiment of the present invention. [Figure 17] It is a flowchart for explaining game progress processing executed by a game program according to an embodiment of the present invention. [Figure 18] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed.

Mode for Carrying Out the Invention

[0016] Hereinafter, embodiments of the present invention will be described with reference to the drawings and the like. However, the embodiments of the present invention can be implemented in various forms without departing from the gist of the technical idea, and are not to be construed as being limited to the embodiments described below.

[0017] For the sake of clearer explanation, the drawings may be schematically represented in terms of width, thickness, shape, etc. compared to the actual aspect. Also, in the drawings, components having the same or similar functions are denoted by the same reference numerals or reference numerals with an alphabet appended after the same reference numeral, and repeated explanations of such components are omitted.

[0018] In this specification and the claims, each term is defined as follows.

[0019] 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 the multiple servers, and "program" includes each program executed on each server.

[0020] "Touch operation" refers to an operation performed by the player by touching a touch panel or similar surface with their finger or 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 contact point is moved while maintaining contact with the indicator (an operation involving a change in the coordinates of the contact point). Among slide operations, those in which the contact time of the indicator is long may be called swipe operations. Also, among slide operations, those in which the contact time of the indicator is short may be called flick operations. "Drag operation" refers to a swipe operation performed when an operation object (for example, an icon) is selected. "Drop operation" refers to an operation in which the contact of the indicator is released when the operation object has moved to a predetermined position.

[0021] [1. Communication Systems] A communication system 1000 according to one embodiment of the present invention will be described with reference to Figures 1 to 5.

[0022] [1-1. Communication System Configuration] First, the overall configuration of the communication system 1000 according to this embodiment will be described. By executing a game program in the communication system 1000, a player can play the game. In other words, the communication system 1000 can be described as a game system capable of executing game programs.

[0023] Figure 1 is a block diagram showing the configuration of a communication system 1000 according to one embodiment of the present invention.

[0024] The communication system 1000 has multiple communication devices 100 and a server 500. The multiple communication devices 100 and the server 500 can be 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 communication device 100 and a server 500.

[0025] The communication device 100 is, for example, a mobile information 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 100. A game program can be installed on the communication device 100. When the game program installed on the communication device 100 is executed, a game is provided in which the player can control a player character placed in a virtual space.

[0026] 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 may be any information processing device equipped with a device for reading the recording medium.

[0027] The execution of the game program can be performed by any of the following configurations: by the communication device 100, by the server 500, or by the communication device 100 and the server 500 sharing the roles (so-called distributed processing).

[0028] Server 500 is an information processing device that provides game programs and various other services to the communication device 100. These services may include, for example, login processing or synchronization processing when running an online game on the communication device 100. Other services may include, for example, social networking services (SNS) or billing processing. 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.

[0029] [1-2. Configuration of the communication device] Figure 2 is a block diagram showing the configuration of a communication device 100 according to one embodiment of the present invention.

[0030] The communication device 100 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 a configuration that includes all of these components.

[0031] The control unit 101 includes a processor (arithmetic processing unit) such as a CPU (Central Processing Unit) and a memory device such as RAM. The control unit 101 executes programs stored in the memory unit 102 using the processor, thereby realizing various functions in the communication device 100. Signals output from each component of the communication device 100 are used by the various functions realized in the communication device 100.

[0032] 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 information such as programs and parameters necessary for the execution of those programs. For example, the aforementioned game program is stored in the memory unit 102.

[0033] The display unit 103 has a display area that displays various display images (for example, game images) 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.

[0034] 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 player operations. Specifically, 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 player operations are input to the communication device 100 by the player touching the operation unit 104 with their finger or an object such as a stylus pen. The operation unit 104 may also include switches located on the housing of the communication device 100.

[0035] The sensor unit 105 is a device that collects information about the movement of the communication device 100 or the environment surrounding the communication device 100 and converts it into a signal. 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 or vibration) based on the output signal of the sensor unit 105. The sensor unit 105 may also include other sensors such as an illuminance sensor, a temperature sensor, or a magnetic sensor.

[0036] 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.

[0037] The position detection unit 107 detects the position of the communication device 100 based on the position information. The position detection unit 107 detects the position of the communication device 100 using, for example, GNSS (Global Navigation Satellite System).

[0038] 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 100, such as a server 500 connected to the network NW. The communication unit 108 may also include a communication module that performs infrared communication or short-range wireless communication.

[0039] The sound input / output unit 109 performs sound input and output. The sound input / output unit 109 is composed of, for example, a microphone and a speaker. In this case, sound input is performed by the microphone of the sound input / output unit 109, and sound output is performed by the speaker of the sound input / output unit 109. The sound input / output unit 109 can also be used for communication with other communication devices 100, collection of external sounds, or output of voices or sound effects necessary for game progression.

[0040] The notification unit 110 notifies the player of the status of the communication device 100 through visual, auditory, or tactile means. Specifically, the notification unit 110 notifies the player of the status of the communication device 100 using light, sound, or vibration. For example, the notification unit 110 can notify the player 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 player of events that occur as the game progresses. For example, the notification unit 110 can notify the player using light, sound, or vibration that the character controlled by the player has met a predetermined condition.

[0041] [1-3. Server Configuration] Figure 3 is a block diagram showing the configuration of server 500 according to one embodiment of the present invention.

[0042] The server 500 includes a control unit 501, a storage unit 502, and a communication unit 503.

[0043] 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 the program stored in the storage unit 502 using the CPU, thereby realizing various functions in the server. Signals output from each component of the server 500 are used by the various functions realized in the server 500.

[0044] The storage 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 storage unit 502 stores information such as programs and parameters necessary for the execution of those programs. For example, the game program described above is stored in the storage unit 502. The storage unit 502 may also store various information received from other devices (e.g., communication device 100) via the network NW.

[0045] 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 communication devices 100 or other servers connected to the network NW. Examples of other servers include game servers, SNS servers, or mail servers.

[0046] [1-4. Configuration of Game Processing Functions] [1-4-1. Configuration of game processing functions in communication devices] The game processing function 10 executed by the communication device 100 will now be described. The game processing function 10 is 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 function 10 may be realized by hardware.

[0047] Figure 4 is a block diagram showing the game processing function 10 of a communication device 100 according to one embodiment of the present invention.

[0048] 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.

[0049] The game operation acquisition unit 11 acquires game operations from among the operations input by the player to the operation unit 104. Game operations are operations related to the game, and although the details will be described later, they include, for example, player character movement operations, attack operations, or skill activation operations. Game operations are performed by touch operations on the operation unit 104.

[0050] 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 the progress of the game and is generated at the server 500. The configuration data may also include control data related to game control.

[0051] The game data storage unit 13 stores setting data received by the setting data receiving unit 12, and data necessary for displaying game images (e.g., image data). The game data storage unit 13 may also store information about the player (hereinafter referred to as "player information"). Player information may include, but is not limited to, an account or player name.

[0052] The game processing execution unit 14 executes processes to control the progress of the game (hereinafter referred to as "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 processing execution unit 14 can generate status data representing the progress of the game at any time. The game progress processing includes, for example, processes to move the player character in response to various operations of the player character, and processes to generate game images according to the progress of the game, but the details of the game progress processing will be described later.

[0053] 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 the status data at any time, for example, when the game ends or when an event occurs.

[0054] 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.

[0055] 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.

[0056] [1-4-2. Configuration of game processing functions on the server] The game processing function 50, which is executed on the server 500, is described below. The game processing function 50 is realized by the control unit 501 of the server 500 executing a game program. Some or all of the configuration for realizing the game processing function 50 may be realized by hardware.

[0057] Figure 5 is a block diagram showing the game processing function 50 of a server 500 according to one embodiment of the present invention.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] The game processing execution unit 53 executes processing for managing the progress of the game (hereinafter referred to as "game management processing") based on the status data received by the status data receiving unit 51. The game management processing includes, for example, processing for managing the status data associated with each communication device 100, processing for generating setting data according to the progress of each game, and processing for each communication device 100 to log into the game. The game management processing may also include processing 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 game progress processing in addition to the game management processing.

[0062] The configuration data is data used to set various parameters according to the progress of the game. For example, the configuration data includes identification data for the associated communication device 100, as well as parameters related to the progress and control of the game. The game processing execution unit 53 can generate configuration data associated with the communication device 100 corresponding to the status data it has received.

[0063] 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 a battlefield. In addition to configuration data, the configuration data transmission unit 54 may also transmit current status data to the communication device 100.

[0064] [2. Game Program] A game program according to one embodiment of the present invention will be described with reference to Figures 6 to 11.

[0065] [2-1. Game Overview] First, we will describe the outline of the game that a player can play when the game program according to this embodiment is executed.

[0066] (1) character Figure 6 is a schematic diagram showing the game image GI when a game program according to one embodiment of the present invention is executed. The game image GI is the image (still image or video, etc.) displayed on the display unit 103 of the communication device 100 when the game program is executed.

[0067] The game image GI in Figure 6 displays the player character CH-A, the first enemy character CH-B1, and the second enemy character CH-B2. The player character CH-A is a character placed in the virtual space, the battlefield, and is controllable by the player. The first enemy character CH-B1 and the second enemy character CH-B2 are characters placed in the battlefield and controlled by a predetermined algorithm defined by the game program. For example, the first enemy character CH-B1 is a weak enemy character, and the second enemy character CH-B2 is a stronger enemy character than the first enemy character CH-B1. The second enemy character CH-B2 may also be a boss enemy character.

[0068] In the game program according to this embodiment, player character CH-A operates in real time in conjunction with the player's touch input, moving around the battlefield or attacking the first enemy character CH-B1 and the second enemy character CH-B2. The first enemy character CH-B1 and the second enemy character CH-B2 operate according to a predetermined algorithm, moving around the battlefield or attacking player character CH-A. In other words, the game program according to this embodiment can provide a competitive game in which player character CH-A engages in combat with the first enemy character CH-B1 or the second enemy character CH-B2 and defeats the first enemy character CH-B1 or the second enemy character CH-B2.

[0069] The game may, for example, be a game where the objective is to defeat the second enemy character CH-B2, which is a boss enemy character. Alternatively, it may be a competitive game in which another player's character is placed in the battlefield and player character CH-A battles against that player character. In this case, for example, the player character that defeats the second enemy character CH-B2, which is the boss enemy character, first can be declared the winner. Furthermore, it may be a team-based game in which multiple players participate and a team of allied players, including player character CH-A, battles against another opposing team of players. In this case as well, for example, the team of players that defeats the second enemy character CH-B2, which is the boss enemy character, first can be declared the winning team. Although details are omitted here, if player characters other than player character CH-A are placed in the battlefield, player character CH-A may engage in combat with those player characters.

[0070] For convenience, in the following explanation, the character that player character CH-A will fight against may be referred to as the "opponent character."

[0071] The player character CH-A has parameters such as level, durability, attack value, defense value, experience points, and special form activation points. These parameters represent the strength of the player character CH-A, and some of the parameter values ​​are used to calculate the amount of damage dealt during combat. Note that the parameters are not limited to those mentioned above; for example, agility may also be included as a parameter. Furthermore, the parameters may include some of the level, durability, attack value, defense value, experience points, and special form activation points.

[0072] Level and experience points represent the growth rate of the player character CH-A. When the experience points reach a predetermined upper limit, the player character CH-A's level increases, allowing other parameter values ​​to increase. In other words, the higher the level value, the greater the growth rate of the player character CH-A. An upper limit for experience points may be set for each level. During a match, the player character CH-A can gain experience points by defeating the first enemy character CH-B1 or the second enemy character CH-B2, or by acquiring designated objects placed on the battlefield. Note that experience points are not limited to gaining during a match; they may also be gained after a match.

[0073] Durability is a numerical value representing the durability of player character CH-A. When player character CH-A takes damage from an attack by the first enemy character CH-B1 or the second enemy character CH-B2, durability decreases by the amount of damage taken. When durability reaches zero, player character CH-A becomes incapacitated.

[0074] The attack value represents the attack power of player character CH-A. A higher attack power means that when player character CH-A attacks the first enemy character CH-B1 or the second enemy character CH-B2, the amount of damage dealt will be greater.

[0075] The defense value is a numerical value that represents the defensive strength of player character CH-A. A higher defense value means that the amount of damage player character CH-A receives when attacked by the first enemy character CH-B1 or the second enemy character CH-B2 will not be reduced.

[0076] Special Form Activation Points are a numerical value that can be accumulated during a match in order to change the form of the player character CH-A, as described later. Special Form Activation Points can be increased by fulfilling predetermined conditions. For example, predetermined conditions for increasing Special Form Activation Points include, but are not limited to, player character CH-A defeating the first enemy character CH-B1 or acquiring a predetermined object placed on the battlefield. Special Form Activation Points may also be increased by defeating the first enemy character CH-B1 associated with a predetermined object, and then acquiring the predetermined object. When the Special Form Activation Points reach a predetermined value, it becomes possible to change the form of player character CH-A. The amount by which Special Form Activation Points are increased may be configured to differ depending on the type of first enemy character CH-B1 that is defeated or the type of object that is acquired.

[0077] The same parameters can also be set for the first enemy character CH-B1 and the second enemy character CH-B2.

[0078] Some parameters can be displayed in the game image GI. In the game image GI of Figure 6, the durability value HP-A of player character CH-A is displayed near player character CH-A along with a gauge corresponding to that value. Durability value HP-A is an important parameter, as when it reaches zero, player character CH-A becomes incapacitated. Therefore, it is preferable that durability value HP-A is displayed near player character CH-A so that the player can visually confirm durability value HP-A along with the actions of player character CH-A. The display position of durability value HP-A may be adjusted as appropriate according to the actions of player character CH-A. Also, durability value HP-A may be displayed as either a numerical value or a gauge.

[0079] In the game image GI of Figure 6, the durability values ​​HP-B1 of the first enemy character CH-B1 and HP-B2 of the second enemy character CH-B2 are also displayed as gauges. By displaying the durability values ​​HP-B1 and HP-B2, the player can visually check the remaining amount of HP-B1 of the first enemy character CH-B1 and HP-B2 of the second enemy character CH-B2. The display positions of HP-B1 and HP-B2 may also be adjusted as appropriate according to the actions of the first enemy character CH-B1 and the second enemy character CH-B2. Furthermore, the display of HP-B1 and HPB2 may be both numerical values ​​and gauges.

[0080] (2) Changes in the form of the player character Figure 7 is a schematic diagram showing the game image GI when a game program according to one embodiment of the present invention is executed.

[0081] In the game program according to this embodiment, the player character CH-A can change from a first form (hereinafter referred to as "normal form") to a second form (hereinafter referred to as "special form") during a match. Referring to Figures 6 and 7, the game image GI in Figure 6 shows the player character CH-A in normal form, and the game image GI in Figure 7 shows the player character CH-A in special form. The player character CH-A in special form is granted special effects different from the skills described later. For example, the special effect granted to the player character CH-A in special form is that it becomes possible to attack the second enemy character CH-B2, which cannot be attacked in normal form. In this case, the player character CH-A in normal form can attack and damage the first enemy character CH-B1, but cannot attack and damage the second enemy character CH-B2. By changing from normal form to special form, the player character CH-A becomes able to attack and damage the second enemy character CH-B2. This configuration enhances the entertainment value during matches. However, the special effects of the special form player character CH-A are not limited to those mentioned above.

[0082] At the bottom of the game image GI in Figures 6 and 7, the special form activation icon IC-SF is displayed superimposed on the battlefield and is touch-operable by the player. The special form activation icon IC-SF is displayed in a fixed position within the game image GI and does not move even when the player character CH-A moves around the battlefield.

[0083] The Special Form Activation Icon IC-SF is used to activate the special form of player character CH-A. When the player touches the Special Form Activation Icon IC-SF while simultaneously touching the icon, player character CH-A changes from its normal form to its special form, and special effects are granted to player character CH-A. The player's touch operation can be, for example, a tap or a long press, but is not limited to these.

[0084] The Special Form Activation Icon IC-SF displays the Special Form Activation Points SP-A and the set value (or threshold) for the player character CH-A. When the Special Form Activation Points SP-A reach the set value (or are above the threshold), the special form of player character CH-A can be activated. In other words, if the Special Form Activation Points SP-A are below the set value, even if a touch operation is performed on the Special Form Activation Icon IC-SF, the special form of player character CH-A will not be activated, and the normal form will be maintained. When the special form of player character CH-A is activated, the Special Form Activation Points SP-A are reset to zero (see Figure 7). Furthermore, the special form of player character CH-A is deactivated when certain conditions are met, and player character CH-A returns to the normal form.

[0085] For example, one condition for canceling a player character's special form is activating a skill, as described later. The special form can be canceled upon completion of the skill's activation animation. As will be explained in more detail later, skills have the effect of manifesting powerful attributes or techniques, and skills activated by the special form player character CH-A can be set to be more powerful than skills activated by the normal form player character CH-A. In this case, linking skill activation to the cancellation of the special form allows the player to recognize that the cancellation of the special form is a price to pay for activating the skill, thus giving the game a narrative quality and increasing player immersion. In this way, skill activation not only serves as a condition (trigger) for ending the special form, but also enhances gameplay by linking skill activation to the cancellation of the special form.

[0086] Furthermore, the conditions for canceling the special form of player character CH-A are not limited to the activation of a skill. Although not shown in the illustration, a special move icon may be displayed separately from the skill icon, or a special move icon may be displayed when player character CH-A is in special form, and the special form may be canceled when the special move icon is touched and the special move is activated. Alternatively, when player character CH-A is in special form, a portion of the skill icon may change into a more powerful special move icon, and the special form may be canceled when the changed special move icon is touched and the special move is activated. In addition, the special form may be canceled after a certain period of time has elapsed.

[0087] (3) Skills In the game program according to this embodiment, the player character CH-A has five skills that can be activated during a battle. By activating a skill, the player character CH-A can obtain the effect that the skill possesses. Skills can be broadly classified into attack skills, parameter-changing skills, status-effect-inflicting skills, and position-shifting skills based on their effects.

[0088] One example of an offensive skill is a special attack, which differs from a normal attack. When a special attack skill is activated, it deals more damage to the opponent character than a normal attack.

[0089] Parameter-altering skills have the effect of temporarily changing the parameters of the player character CH-A. For example, the effects of parameter-altering skills include restoring HP-A or temporarily increasing attack or defense values. The amount of HP-A restored may be a fixed value or a percentage of the maximum value. Also, the temporary increase in attack or defense values ​​may increase the attack or defense value for a predetermined period of time.

[0090] Status ailment-inflicting skills have the effect of inflicting status ailments such as poison, paralysis, or blindness on the opponent character.

[0091] Position-shifting skills have an effect that involves the movement of either the player character CH-A or the opponent character. An example of a position-shifting skill is back movement. When the back movement skill is activated, the effect of back movement is that the player character CH-A can instantly move behind the opponent character.

[0092] The skills in the game program according to this embodiment are not limited to those described above. Furthermore, while the skills classified as described above have one effect, a skill may have multiple effects of different types. Below, a skill with multiple effects of different types will be referred to as a "compound skill." A compound skill, for example, can attack an opponent character while simultaneously changing the parameters of player character CH-A (the effect of a parameter-changing skill). Several examples of compound skills will be described below.

[0093] (3-1) Attack skills + Parameter change skills Examples of combined skills that combine offensive skills and parameter-changing skills include the following:

[0094] (3-1-1) Enhanced Attack Players can temporarily enhance a specific parameter (e.g., attack value or agility value), attribute, or equipment of their character CH-A to attack an opponent character. The enhancement effect does not last and ends when the attack ends. Therefore, the effect of the skill corresponding to the enhancement in an enhanced attack is different from so-called buffs, where the parameter enhancement continues for a predetermined time after the attack.

[0095] (3-1-2) Extended attack Player character CH-A can temporarily expand certain parameters (for example, attack range, number of attacks, or the number of enemy characters that can be attacked) to attack enemy characters. The effect of the expansion does not last and ends when the attack ends. Therefore, the effect of the skill corresponding to the expansion in an expanded attack is different from what is called a buff, where the parameter expansion continues for a predetermined time after the attack.

[0096] (3-1-3) Defense-ignoring attack When attacking an opponent's character, you can inflict a fixed amount of damage regardless of the opponent's character's defense value.

[0097] (3-1-4) Counter-nullifying attack When attacking an opponent's character, you can nullify any counter-attacks from that character.

[0098] (3-1-5) Guaranteed attack When attacking an opponent's character, you can guarantee that your attack will hit the opponent's character.

[0099] (3-1-6) Guaranteed critical attack When attacking an opponent's character, you can reliably land the attack and inflict a large amount of damage.

[0100] (3-1-7) Piercing attack When attacking an opponent character who has activated a skill that reduces the amount of damage dealt, such as a shield or damage reduction, you can nullify the effect of the opponent character's skill and attack.

[0101] (3-1-8) Healing attack When attacking an opponent's character, you can restore the HP-A of your player character CH-A by the amount of damage dealt to the opponent's character or a predetermined percentage of that damage.

[0102] (3-1-9) Capture attack When you attack an opponent's character, you can steal a portion of that character's parameters.

[0103] (3-2) Attack skills + Status effect inflicting skills Examples of combined skills that combine offensive skills and status-effect-inflicting skills include the following:

[0104] (3-2-1) Stun-inflicting attack This ability attacks the opponent's character and can also incapacitate the attacked character for a predetermined period of time.

[0105] (3-2-2) Skill Lock Inflicting Attack This attack will target an opponent's character, and at the same time, the attacked character will be unable to use skills for a predetermined period of time.

[0106] (3-2-3) Slow-inflicting attack This ability attacks the opponent's character and also slows down the attacking character's actions for a predetermined period of time.

[0107] (3-2-4) Attack that inflicts knockdown This character can attack the opponent's character, knock them down, and delay the opponent's turn by a predetermined amount of time.

[0108] (3-2-5) Blindness-inflicting attack This attack can not only hit the opponent's character but also blind the attacked character.

[0109] (3-3) Attack skills + position change skills Examples of combined skills that combine offensive and movement-based skills include the following:

[0110] (3-3-1) Mobile attack When attacking an opponent's character, player character CH-A can be moved to a predetermined position, such as behind the attacking opponent's character. Alternatively, after attacking an opponent's character, player character CH-A can be moved to a predetermined position, such as behind the attacking opponent's character.

[0111] (3-3-2) Pulling attack When attacking an opponent's character, you can move the attacking character closer to the player character CH-A. Alternatively, after attacking an opponent's character, you can move the attacked character closer to the player character CH-A.

[0112] (3-3-3) Knockback attack When attacking an opponent's character, you can move the attacking character away from player character CH-A. Alternatively, after attacking an opponent's character, you can move the attacked character away from player character CH-A.

[0113] The above are just a few examples of combined skills, but combined skills are not limited to these.

[0114] Furthermore, if the player character CH-A is in a special form, the aforementioned skills may be modified to produce even more powerful effects, or they may be modified to become different skills with different properties or attributes.

[0115] At the bottom of the game image GI in Figure 6, the first skill icon IC-SK1 to the fifth skill icon IC-SK5 are displayed superimposed on the battlefield and are touch-operable by the player. The first skill icon IC-SK1 to the fifth skill icon IC-SK5 are displayed in fixed positions within the game image GI, and their display positions do not move even when the player character CH-A moves within the battlefield.

[0116] The first skill icon IC-SK1 to the fifth skill icon IC-SK5 are icons corresponding to five skills. When a player touches any of the first skill icon IC-SK1 to the fifth skill icon IC-SK5, the player character CH-A can obtain the effect of the corresponding skill. The player's touch operation can be, but is not limited to, a tap, a long press, or a flick.

[0117] Skill activation primarily involves a visual animation performed by the player character CH-A. However, depending on the type of skill, the animation may include not only the player character CH-A but also the opponent character. For example, in the case of an attack skill, after the visual animation for player character CH-A's attack is performed, the visual animation for the opponent character being attacked is performed. In this case, the damage dealt by the attack, which is the effect of the skill, occurs during the visual animation for the opponent character being attacked. Also, in the case of parameter-changing or status-effect-inflicting skills, after the visual animation for activating the player character CH-A's skill is performed, the effect of the skill is applied to either player character CH-A or the opponent character. In this case, the effect of the skill lasts for a certain period of time after the visual animation for activating the player character CH-A's skill is performed. The duration of the effect may vary depending on the type of skill. Furthermore, in the case of a position-shifting skill, after the visual animation for activating the player character CH-A's skill is performed, the effect of the skill causes either player character CH-A or the opponent character to move to a predetermined position.

[0118] In the case of a composite skill that includes an attack skill, after the attack animation of player character CH-A is performed, not only the attack animation of the attacked opponent character may be performed, but also the player character CH-A or the opponent character may perform animations depending on the type of skill included in the composite skill, and effects other than the attack of the skill may be applied. However, in the case of a composite skill that includes a parameter-changing skill, the effect of the parameter-changing skill is limited to the duration of the animation of player character CH-A or the opponent character, and no continuing effect is obtained after the animation.

[0119] Here, the visual action of the player character CH-A or the opponent character corresponding to a skill is defined as the "skill activation action," and the period during which the skill activation action is performed is defined as the "skill activation action period." For example, in the case of an attack skill, the visual action related to the attack of player character CH-A and the visual action related to the attack received by the opponent character are the skill activation actions, and the period during which the attack and attack-receiving visual actions are performed corresponds to the skill activation action period. However, the skill activation action period for an attack skill may be only the period of the visual action related to the attack of player character CH-A. In other words, the skill activation action period may be only a part of the duration of the visual action. This applies not only to attack skills, but also to parameter-changing skills, status-effect-inflicting skills, position-changing skills, and composite skills. The skill activation action period is set according to the type of skill. In other words, the length of the skill activation action period may differ depending on the skill.

[0120] The effects of skills generally manifest during the skill activation period, but for some skills (for example, parameter-changing skills), the effects continue for a predetermined time even after the skill activation period ends.

[0121] Furthermore, once a skill has been activated, it cannot be activated again until a predetermined period (hereinafter referred to as the "skill recovery period") has elapsed after the skill activation animation period. The skill recovery period may be set for each type of skill.

[0122] (4) Consecutive skill activations In the game program according to this embodiment, when multiple skills are activated consecutively in accordance with predetermined conditions (hereinafter sometimes referred to as "consecutive skill activation"), the effect of the previously activated skill can be carried over to the subsequently activated skill. One predetermined condition for consecutive skill activation is when the player touches the skill icon of another skill during the skill activation operation period of a predetermined skill. Here, consecutive skill activation will be explained in detail with reference to Figures 8 to 12.

[0123] Figures 8-12 are schematic diagrams showing game image GI when a game program according to one embodiment of the present invention is executed.

[0124] As shown in the game image GI in Figure 8, when a touch operation is performed while the second skill icon IC-SK2 is superimposed, the second skill corresponding to the second skill icon IC-SK2 is activated, and the player character CH-A begins the skill activation action corresponding to the second skill. In addition, the effect of the second skill is applied to the player character CH-A. Here, the second skill is "Durability Absorption," which absorbs the durability value HP-B1 of the first enemy character CH-B1 (see Figure 6). During the skill activation period of the second skill, the durability value HP-B1 of the first enemy character CH-B1 decreases by a predetermined set value, and the durability value HP-A of the player character CH-A increases by the same set value. Note that once the second skill is activated, it cannot be activated again until the skill recovery period has elapsed, so the remaining time of the skill recovery period for the second skill is displayed on the second skill icon IC-SK2.

[0125] The game image GI in Figure 9 shows player character CH-A performing the skill activation action for the second skill. Touch operation is also being performed in conjunction with the third skill icon IC-SK3. In other words, in the game image GI in Figure 9, touch operation is being performed in conjunction with the third skill icon IC-SK3 during the skill activation period of player character CH-A's second skill. In this case, the skill activation action for the third skill begins after the skill activation period for the second skill, but the effect of the second skill, which was activated first, is carried over due to the consecutive activation of skills. Here, the third skill is the special attack "Sword Technique Rapid Thrust" (see Figure 6), and as shown in the game image GI in Figure 10, player character CH-A performs the skill activation action for the third skill while the effect of the second skill is carried over (in other words, while the effect of the second skill is applied). As a result, player character CH-A can unleash a special attack that deals significant damage to the first enemy character CH-B1 (effect of the third skill), and by activating the skills consecutively, absorb a set amount of HP-B1 from the first enemy character CH-B1 (effect of the second skill). Therefore, by activating the skills consecutively, it is possible to gain an advantage in battle against the first enemy character CH-B1 compared to activating the third skill alone.

[0126] Furthermore, in the game image GI of Figure 10, touch operations are performed in conjunction with the fourth skill icon IC-SK4. That is, in the game image GI of Figure 10, touch operations are performed in conjunction with the fourth skill icon IC-SK4 during the skill activation period of the third skill of player character CH-A. In this case, the skill activation of the fourth skill begins after the skill activation period of the third skill, but the effect of the second skill is applied during the activation period of the third skill. Therefore, due to the consecutive activation of skills, the effect of the second skill is carried over to the activation of the fourth skill, and the effect of the second skill is applied. Here, the fourth skill is the special attack "Sword Technique Cross" (see Figure 6), and as shown in the game image GI of Figure 11, player character CH-A performs the skill activation of the fourth skill while the effect of the second skill is carried over (in other words, while the effect of the second skill is applied). As a result, player character CH-A can unleash a special attack that deals significant damage to the first enemy character CH-B1 (effect of the fourth skill), and by activating the skill consecutively, absorb a set amount of HP-B1 from the first enemy character CH-B1 (effect of the second skill). Therefore, not only with the third skill, but also with the fourth skill, activating the skill consecutively gives a significant advantage in battle against the first enemy character CH-B1 compared to activating the fourth skill alone.

[0127] Furthermore, consecutive skill activations may include compound skills. The following explains consecutive skill activations that include compound skills, referring to Figures 12 to 14.

[0128] Figures 12 to 14 are schematic diagrams showing game image GI when a game program according to one embodiment of the present invention is executed.

[0129] The game image GI in Figure 12 shows player character CH-A activating the "Penetrating Attack" skill, which disables the shield, against the first enemy character CH-B1, which has activated the "Shield" skill to reduce damage. The Penetrating Attack skill corresponds to the first skill icon IC-SK1 (see Figure 6), and the first skill, i.e., the Penetrating Attack skill, is activated when the player touches the first skill icon IC-SK1. Due to player character CH-A's Penetrating Attack, the first enemy character CH-B1 takes normal damage without any reduction in damage. The first skill icon IC-SK1 displays the remaining time until the skill recovery period for the first skill, the Penetrating Attack.

[0130] In the game image GI of Figure 12, player character CH-A is shown performing a visual animation related to the activation of a piercing attack skill, but touch operation is being performed in conjunction with the activation of the third skill icon IC-SK3. In other words, in the game image GI of Figure 12, touch operation is being performed in conjunction with the activation of the third skill icon IC-SK3 during the skill activation animation period of player character CH-A's first skill (piercing attack). Therefore, after the skill activation animation period of the first skill ends, player character CH-A begins the visual animation corresponding to the third skill. Here, the third skill that the third skill icon IC-SK3 corresponds to is "Sword Technique Rapid Thrust" (see Figure 6).

[0131] The game image GI in Figure 13 shows player character CH-A activating the Sword Technique: Rapid Thrust skill. Since the shield activated by the first enemy character CH-B1 is still active, the amount of damage dealt to the first enemy character CH-B1 by a normal attack or a single skill activation will be reduced. However, with consecutive skill activations, the effect of the immediately preceding skill can be carried over. The skill that player character CH-A activated immediately before the Sword Technique: Rapid Thrust skill was a Piercing Attack. As mentioned above, Piercing Attack is a composite skill and has the effect of nullifying the shield activated by the first enemy character CH-B1. Therefore, with consecutive skill activations, the shield-nullifying effect of Piercing Attack is carried over and is also applied during the activation period of the Sword Technique: Rapid Thrust skill. Consequently, as shown in the game image GI in Figure 13, the first enemy character CH-B1 takes normal damage from player character CH-A's attack without any reduction in damage.

[0132] The game image in Figure 13 shows player character CH-A performing the animation for activating the "Sword Technique: Rapid Thrust" skill, but the touch operation is superimposed on the fourth skill icon IC-SK4. In other words, in the game image GI of Figure 13, the touch operation is superimposed on the fourth skill icon IC-SK4 during the skill activation animation period of player character CH-A's third skill (Sword Technique: Rapid Thrust). Therefore, after the skill activation animation period of the third skill ends, player character CH-A begins the animation corresponding to the fourth skill. Here, the fourth skill corresponding to the fourth skill icon IC-SK4 is "Sword Technique: Cross" (see Figure 6).

[0133] The game image GI in Figure 14 shows player character CH-A activating the Sword Technique Cross skill. Since the shield activated by the first enemy character CH-B1 is still active, the amount of damage dealt to the first enemy character CH-B1 by a normal attack or a single skill activation will be reduced. While consecutive skill activations allow the effect of the immediately preceding skill to continue, the skill activated by player character CH-A immediately before the Sword Technique Cross skill was Sword Technique Rapid Thrust. However, the effect of negating the shield of piercing attacks from the immediately preceding Sword Technique Rapid Thrust has been carried over. In this case, consecutive skill activations will further carry over the effect of negating the shield of piercing attacks. In other words, consecutive skill activations carry over the effect of negating the shield of piercing attacks, and this effect is also applied during the activation period of the Sword Technique Cross skill. Therefore, as shown in the game image GI of Figure 14, the attack by player character CH-A causes the first enemy character CH-B1 to take normal damage without any reduction in the amount of damage.

[0134] Skills that can be activated consecutively are those whose effects manifest during the skill activation animation period and end after the animation period ends. Therefore, skills that persist for a predetermined time after the skill activation animation period, such as so-called buffs, are excluded. With consecutive skill activation, the temporary effects that manifest during the skill activation animation period are carried over to the next skill activated, resulting in a different skill effect than when combined with buffs, thus enhancing the gameplay.

[0135] The game image GIs in Figures 8 to 14 show the continuous activation of skills by the normal form of player character CH-A, while the game image GI in Figure 15 shows the continuous activation of skills by the special form of player character CH-A. If the condition for canceling player character CH-A's special form is the activation of a skill, then with the activation of a single skill, the special form is canceled at the end of the skill activation period of that skill. However, with the continuous activation of skills, the special form can be canceled at the end of the skill activation period of the last skill activated. This configuration extends the duration of player character CH-A's special form after skill activation. In other words, with the continuous activation of skills, the effect of canceling the special form of the immediately preceding skill is carried over to the next skill. This can also be considered one of the effects of continuous skill activation. Furthermore, even if damage to the second enemy character CH-B2 can only be inflicted by an attack from the special form player character CH-A, the duration of player character CH-A's special form is extended, thereby increasing the amount of damage dealt to the second enemy character CH-B2.

[0136] As explained above, in the case of consecutive skill activations, the more consecutive skills are used, the greater the effect obtained compared to activating skills individually, such as an increase in damage or an extension of the duration of special forms.

[0137] While the above description explains a configuration where player character CH-A has five skills, the number of skills a player character CH-A possesses is not limited to five. The number of skills may be four or fewer, or six or more.

[0138] [2-2. Game Progression Processing] The player can use the communication device 100 to control the player character CH-A placed in the battlefield and activate skills. For example, when the player touches the control unit 104 of the communication device 100, a game control command corresponding to the player's touch operation is generated. The game control command is acquired by the game control acquisition unit 11, and the game processing execution unit 14 executes game progression processing based on the game control command. Specifically, the game processing execution unit 14 executes the operation processing of the player character CH-A based on the game control command corresponding to the player's touch operation.

[0139] In the following, with reference to Figures 16 and 17, we will explain the process executed when a skill is activated, which is one of the game progression processes (hereinafter referred to as the "skill activation process").

[0140] [2-2-1. Skill activation process involving the cancellation of special form] Figure 16 is a flowchart illustrating the game progression process executed in a game program according to one embodiment of the present invention. Specifically, Figure 16 is a flowchart illustrating the skill activation process when the special form of player character CH-A is canceled by the activation of a skill. The skill activation process is started by a player touch operation superimposed on a skill icon that is not in the skill recovery period. As shown in Figure 16, the skill activation process includes steps S100 to S140. Steps S100 to S140 will be described in order below, but these steps are just examples, and there may be further steps, or some steps may be omitted. Also, the order of the steps may be changed.

[0141] In step S100, the skill activation action of player character CH-A begins. The game processing execution unit 14 executes processing so that player character CH-A or the opponent character displayed in the game image GI performs the skill activation action and the effect of the skill is applied to player character CH-A or the opponent character. The skill activation action is performed within the skill activation action period, but the effect of the skill varies depending on the type of skill and may last for a predetermined time even after the skill activation action period has ended.

[0142] If the skill is a special attack, the hit detection for the attack may be performed based on the attack range set for the special attack and the position of the opponent character. Here, the attack range is the range that player character CH-A's attack can reach, and is not limited to, for example, a circular area centered on player character CH-A. The attack range can be set in advance depending on the type of special attack. Also, if the opponent character is outside the attack range, player character CH-A may be moved so that the opponent character enters the attack range, and then player character CH-A may be made to act to attack the opponent character.

[0143] In step S110, the player performs a touch operation during the skill activation period of player character CH-A, and it is determined whether the touch operation is a skill-activating touch operation. Specifically, if the position of the touch operation overlaps with the position of the skill icon, and the overlapping skill icon is not within the skill recovery period, it is determined that the touch operation is a skill-activating touch operation. If it is a skill-activating touch operation (step S110: YES), step S120 is executed. On the other hand, if it is not a skill-activating touch operation (step S110: NO), step S130 is executed.

[0144] In steps S120 and S130, the skill activation action of player character CH-A ends after the skill activation action period. Similar processing is performed in steps S120 and S130, but the subsequent steps are different. After step S120 is executed, step S100 is executed again, whereas after step S130 is executed, step S140 is executed.

[0145] In step S140, the special state of player character CH-A is canceled. The game processing execution unit 14 changes the form of player character CH-A from special form to normal form. As a result, the normal form of player character CH-A is displayed in the game image GI. The skill activation process ends with the execution of step S140.

[0146] Step S110, described above, corresponds to determining whether or not skills are being activated consecutively. If skills are being activated consecutively, the activation action of the previous skill ends in step S120, but step S100 is executed again, and the activation action of the next skill begins. In other words, in consecutive skill activations, the special form of player character CH-A is not canceled, and the effects of the skills are activated. If skills are not being activated consecutively (if a skill is being activated alone, or if the next skill is not activated in a consecutive skill activation), step S140 is executed, and the special state of player character CH-A is canceled.

[0147] [2-2-2. Skill activation process with inherited effects] Figure 17 is a flowchart illustrating the game progression process executed in a game program according to one embodiment of the present invention. Specifically, Figure 17 is a flowchart illustrating the skill activation process when the effects of skills are carried over. As shown in Figure 17, the skill activation process includes steps S200 to S260. Steps S200 to S260 will be described in order below, but these steps are just an example, and there may be further steps, or some steps may be omitted. Also, the order of the steps may be changed.

[0148] Steps S200 and S210 are the same as steps S100 and S110, respectively, so a detailed explanation is omitted here. In step S210, if the touch operation is one that can activate a skill (step S210: YES), step S220 is executed; if the touch operation is not one that can activate a skill (step S210: NO), step S230 is executed.

[0149] In step S220, it is determined whether the effect of the currently active skill (i.e., the skill whose activation action was initiated in step S200) is transferable. If the skill's effect is transferable (step S220: YES), step S240 is executed. On the other hand, if the skill's effect is not transferable (step S220: NO), step S250 is executed.

[0150] In steps S230 to S250, the skill action of player character CH-A ends after the skill activation period. Similar processing is performed in steps S230 to S250, but the subsequent steps are different. After step S230 is executed, the skill activation process ends, whereas after steps S240 and S250 are executed, the skill activation process continues. Specifically, after step S240 is executed, step S260 is executed, and then step S200 is executed again. Also, after step S250 is executed, step S200 is executed again.

[0151] In step S260, the effect of the skill whose activation action ended in step S240 is applied (or continued). Here, the applied skill effect may be only a part of the effect set for the skill. For example, if the skill whose activation action ended in step S240 is a composite skill of piercing attacks, the effect of negating shields, which is part of the effect of the piercing attack, will be carried over (see Figure 13). Then, step S200 is executed.

[0152] Step S200, which is performed via Step S240 or Step S250, is due to the consecutive activation of skills. Due to the consecutive activation of skills, depending on the type of skill, it is possible to carry over the effect of the previously activated skill to the next skill to be activated. In that case, the effect of the previously activated skill is carried over in Step S260, and in Step S200, which is performed afterward, the player character CH-A performs the skill activation action of the next skill to be activated, while maintaining the effect of the previously activated skill that was carried over, and the effect of the next skill is activated.

[0153] The skill activation process described with reference to Figure 17 does not explain how to cancel the special form of player character CH-A, but it is possible to combine it with the skill activation process described with reference to Figure 16 to create a configuration in which the special form of player character CH-A is canceled. For example, not only may the same process as step S140 be executed after step S230, but the same process as step S140 may also be executed after step S250. In the former case, the special form will not be canceled as long as the skill is performed in sequence, but in the latter case, not only the skill is performed in sequence, but the skill's effect must also be carried over, which can increase the difficulty of the game. Therefore, the difficulty of the game can also be adjusted by the timing of the cancellation of the special form.

[0154] The above example describes how game progression processing is handled by the communication device 100. However, as another example, game progression processing can also be performed as distributed processing between the communication device 100 and the server 500. That is, the game processing execution unit 53 can execute some of the steps. It is also possible to perform game progression processing as processing on the server 500. The server 500 may be implemented by a single information processing device, or by multiple information processing devices working together.

[0155] In the game run using the game program according to this embodiment, the player character CH-A can activate skills consecutively through touch input, and in this case, the effects of the consecutively activated skills are superimposed. That is, the player can use the effects of consecutively activating player character CH-A's skills to gain an advantage in battle against the first enemy character CH-B1 or the second enemy character CH-B2. For example, if player character CH-A in a special form has its special form canceled by activating a skill, the time until the special form is canceled can be extended by using consecutive skill activations. If the second enemy character CH-B2 can only be damaged by attacks from player character CH-A in its special form, the player can gain an advantage in battle against the second enemy character CH-B2. In this way, the game program according to this embodiment increases the player's options when activating skills, and the player will proceed with the game while considering whether or not to activate skills and how to combine skills, thus greatly enhancing the entertainment value and strategic depth of the game.

[0156] <Example 1> A modified example of this embodiment will be described.

[0157] In the embodiment described above, a series of skill actions can be performed by overlapping the touch operation with the skill icon corresponding to the skill to be activated after the currently activated skill. In other words, during a single skill activation period, only one skill to be activated next can be reserved. However, during a single skill activation period, skills may be activated in the order in which the touch operations were performed by overlapping touch operations with multiple skill icons.

[0158] According to this modified version, even when performing consecutive skill actions, it is possible to sequentially touch the skill icons corresponding to multiple skills while they are overlapping during the activation period of a single skill, thereby improving the operability of touch operations during consecutive skill actions.

[0159] <Modification 2> Another modified example of this embodiment will be described with reference to Figure 18.

[0160] Figure 18 is a schematic diagram showing the game image GI when a game program according to one embodiment of the present invention is executed.

[0161] Figure 18, a game image GI, shows a case where the touch operation for continuously activating the player character CH-A's skills is a drag operation. First, when the player touches the second skill icon IC-SK2 while overlapping it, the second skill icon IC-SK2 is enlarged. The enlarged second skill icon IC-SK2 can be moved in accordance with the movement during the drag operation, and when the touch is released while overlapping it with the third skill icon IC-SK3, the enlarged second skill icon IC-SK2 disappears. The start and release of the drag operation can also be described as touch operations overlapping the second skill icon IC-SK2 and the third skill icon IC-SK3, respectively. Through such a drag operation, the second skill corresponding to the second skill icon IC-SK2 is activated, and the player character CH-A begins the skill activation action corresponding to the second skill. Furthermore, the effect of the second skill is applied to the player character CH-A. Furthermore, after the skill activation animation for player character CH-A's second skill is completed, the third skill corresponding to the third skill icon IC-SK3 superimposed on the second skill icon IC-SK2 is activated. In other words, the player's drag operation allows for the consecutive activation of skills, including the second and third skills.

[0162] During the skill activation period of the second skill, the remaining time for skill recovery is displayed on the second skill icon IC-SK2, while the third skill icon IC-SK3 displays the information for the third skill. Therefore, it is possible to superimpose the third skill icon IC-SK3 onto the fourth skill icon IC-SK4 by dragging. In this case, after the skill activation action of the third skill of player character CH-A is completed, the fourth skill corresponding to the fourth skill icon IC-SK4 will be activated. In other words, skills including the second, third, and fourth skills will be activated in succession. Alternatively, you can touch the third skill icon IC-SK3 to superimpose it onto the fourth skill icon IC-SK4, or touch the fourth skill icon IC-SK4 to superimpose it onto the third skill icon IC-SK3.

[0163] According to this modified version, the player can perform consecutive skill activations by dragging.

[0164] 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 the embodiments (including modified examples) is also included in the scope of the present invention, as long as it retains the gist of the invention. Furthermore, modifications of the embodiments described above can be combined as appropriate, as long as they do not contradict each other.

[0165] 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]

[0166] 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 SP-A: Special form activation point, CH-A: Player character, CH-B1: First enemy character, CH-B2: Second enemy character, GI: Game image, HP-A: Durability, HP-B1: Durability, HP-B2: Durability, IC-SF: Special form activation icon, IC-SK1: First skill icon, IC-SK2: Second skill icon, IC-SK3: Third skill icon, IC-SK4: Fourth skill icon, IC-SK5: Fifth skill icon, NW: Network

Claims

1. The player controls the player character, and the first and second skill icons associated with the first and second skills set for the player character are displayed. When the player performs a first touch operation on the first skill icon, the player character performing the skill activation action corresponding to the first skill is displayed. A game program for causing a computer to perform the following actions when, within the first skill activation period set for the first skill, the player performs a second touch operation on the second skill icon, the effect of the first skill is carried over, and the effect of the first skill is applied when the second skill is activated.

2. The game program according to claim 1, wherein the effect of the first skill granted upon activation of the second skill is a part of the effect granted upon activation of the first skill.

3. The game program according to claim 1, wherein the effect of the second skill is different from the effect of the first skill.

4. The game program according to claim 1, wherein at least one of the effects of the first skill and the second skill includes changing the parameters of at least one of the player character and the opponent character.

5. The game program according to claim 4, wherein at least one of the effects of the first skill and the second skill is related to the damage dealt to the opponent character by the player character.

6. Furthermore, a third skill icon associated with the third skill set for the player character is displayed. The game program according to claim 1, wherein when the player performs a third touch operation on the third skill icon within the second skill activation period set for the second skill, the effect of the first skill or the effect of the second skill is carried over, and the effect of the first skill or the effect of the second skill is applied when the third skill is activated.

7. The game program according to claim 6, wherein the effect of the third skill is different from the effects of the first skill and the second skill.

8. The game program according to claim 1, wherein each of the first touch operation and the second touch operation is a flick operation.

9. The first touch operation and the second touch operation are the start and end of a drag operation, The first touch operation makes the first skill icon movable in correspondence with the movement of the drag operation. The game program according to claim 1, wherein when the second touch operation is performed, the first skill icon that overlaps with the second skill icon is erased.