Game Program
The game program addresses the cluttered screen issue in card battle games by using indicator images to represent and manage state effects, enhancing visibility and reducing cognitive burden, thus improving operability and immersion.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NHN PLAYART
- Filing Date
- 2025-10-17
- Publication Date
- 2026-05-15
Smart Images

Figure 0007860324000001_ABST
Abstract
Description
Technical Field
[0001] One embodiment of the present invention relates to a game program.
Background Art
[0002] In roguelike games and strategy games played on stationary or portable information processing terminals, battles using virtual cards may be conducted (hereinafter, for convenience of explanation, games in which battles using virtual cards are conducted may be referred to as "card battle games"). In a card battle game, the player does not directly operate the characters in the game, but uses a deck composed of a plurality of virtual cards. Specifically, the player selects one virtual card from among the plurality of virtual cards included in the deck, and the battle with the enemy character proceeds by activating the effect of the virtual card selected by the character (see, for example, Patent Document 1). That is, in a card battle game, the player can determine the actions of the character through the use of virtual cards (hereinafter, a character that acts based on the player's instructions regarding the use of virtual cards may be referred to as a "player character"). Various effects of different types are set for the plurality of virtual cards. For example, when a virtual card with an attack effect is used, the player character attacks the enemy character by activating the effect.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] When a player character attacks an enemy character, they may inflict status ailments. If a character is afflicted with multiple status ailments, images representing these ailments will be displayed on the game screen. Therefore, in card battle games where multiple status ailments can be inflicted simultaneously, the game screen becomes cluttered with numerous images, resulting in poor visibility. Furthermore, players must either memorize the correspondence between the images representing status ailments and the corresponding game media, or refer to the explanatory text for each image, placing an excessive cognitive burden on them. As a result, it becomes difficult for players to understand the situation and make decisions.
[0005] Therefore, one of the objectives of this embodiment is to provide a game program that enhances visual effects to facilitate decision-making regarding abnormal states. [Means for solving the problem]
[0006] A game program according to one embodiment of the present invention is a game program that causes a computer to run a game that performs processing based on a predetermined effect of a game medium used by a player, and includes displaying a plurality of game media that are in a usable state, and when processing is performed to grant a first state effect by the game medium used, displaying a first indicator image representing the first state effect within a predetermined range from the image of a character to which the first state effect has been granted, and when the first indicator image is displayed and a game medium that has effectiveness against the first state effect is included among the usable game media, display an image relating to the effectiveness against the first state effect.
[0007] Images relating to the effectiveness of the first state effect may be displayed on the multiple game media sides between the multiple game media and the first indicator image.
[0008] Images relating to the effectiveness of the first state effect may be displayed on the side of the first indicator image, between multiple game media and the first indicator image.
[0009] The image relating to the effectiveness of the first state effect may be displayed when the player selects one of several game media.
[0010] The image relating to the effectiveness against the first state effect may be displayed in a manner that allows for the identification of the first marker image.
[0011] If a game medium that is effective against the first state effect is used while the first state effect is active, a game effect corresponding to the effectiveness may be generated for the first state effect.
[0012] The display mode of the first indicator image may change based on the game effect corresponding to its effectiveness.
[0013] While the first indicator image is displayed, the first state effect may be activated on the character at predetermined intervals.
[0014] When a process for applying a second state effect is performed depending on the game medium used, the process further includes displaying a second indicator image representing the second state effect within a predetermined range from the character image, and if the second indicator image is displayed and there is a game medium among the usable game mediums that has effectiveness against the second state effect, an image relating to the effectiveness against the second state effect may be displayed.
[0015] The image relating to the effectiveness against the second state effect may be displayed in a manner that allows for the identification of the second marker image.
[0016] Images representing the relationship between the first and second marker images may be displayed on the first and second marker images.
[0017] Game points are set as a parameter that can be increased or decreased, and the game medium is used by consuming the game points set for each of the multiple game mediums at any given time. [Effects of the Invention]
[0018] According to the game program according to an embodiment of the present invention, the visual effect on the game screen can be improved. Further, according to the game program according to an embodiment of the present invention, the cognitive load of the player can be reduced, the operability can be improved, and the immersion of the game can be enhanced.
Brief Description of the Drawings
[0019] [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. [Figure 11] It is a table showing combinations of state effects having effectiveness. [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]This is a schematic diagram showing the game image GI when a game program relating to one embodiment of the present invention is executed. [Figure 14] This is a table representing combinations of interrelated state effects. [Figure 15] This is a schematic diagram showing a game image when a game program relating to one embodiment of the present invention is executed. [Figure 16] This is a flowchart illustrating the game progression process executed in a game program relating to one embodiment of the present invention. [Figure 17] Block diagram showing game processing functions related to one embodiment of the present invention. [Figure 18] This is a schematic diagram showing a game image when a game program relating to one embodiment of the present invention is executed. [Modes for carrying out the invention]
[0020] Embodiments of the present invention will be described below with reference to the drawings, etc. However, embodiments of the present invention can be implemented in various ways without departing from the gist of its technical idea, and are not limited to the embodiments described below.
[0021] In this specification and in the claims, each term is defined as follows:
[0022] A "game image" is an image displayed on the screen that represents the progress of the game. In the case of a puzzle game, the display shows a game image that includes a puzzle area where multiple puzzle pieces are placed. The game player (hereinafter simply referred to as "player") can control the game by touching a part of the game image.
[0023] 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.
[0024] "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 object or icon is selected. "Drop operation" refers to an operation in which the contact of the indicator is released when the object or icon has been moved to a predetermined position.
[0025] In this specification, when it is necessary to distinguish between multiple elements of the same type (for example, a first character and a second character), a number may be added after a common designation (for example, CH) to distinguish them from one another (for example, CH-1, CH-2, etc.). However, if there is no particular need to distinguish them individually in the description, only the common designation may be used. In this specification, ordinal numbers are assigned for convenience to distinguish elements and do not indicate priority. Also, the ordinal numbers used in this specification and drawings may differ from the ordinal numbers described in the claims.
[0026] [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.
[0027] [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.
[0028] Figure 1 is a block diagram showing the configuration of a communication system 1000 according to one embodiment of the present invention.
[0029] 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.
[0030] The communication device 100 is, for example, an information processing terminal such as a smartphone, portable game console, home game console, or personal computer. The communication device 100 can communicate with the server 500 or other communication devices 100 by connecting to a network NW. Game programs can be installed on the communication device 100.
[0031] 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.
[0032] 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).
[0033] Server 500 is an information processing device that provides game programs and various other services to the communication device 100. These services 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. In Figure 1, Server 500 is shown as a single information processing device, but it may be composed of multiple information processing devices.
[0034] [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.
[0035] 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.
[0036] 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.
[0037] 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, parameters necessary for the execution of those programs, and images. For example, the aforementioned game program is stored in the memory unit 102.
[0038] 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.
[0039] 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 the player's operations. The operation unit 104 is a user interface such as a touch panel, game controller, keyboard, or mouse. In the case of a touch panel, the operation unit 104 is combined with the display unit 103, and signals corresponding to the player's operations are generated when the player's finger or an object such as a stylus pen comes into contact with a touch sensor located on the surface of the display unit 103. The operation unit 104 may also include switches located in the housing of the communication device 100.
[0040] 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.
[0041] 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.
[0042] 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).
[0043] 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.
[0044] 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.
[0045] 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.
[0046] [1-3. Server Configuration] Figure 3 is a block diagram showing the configuration of server 500 according to one embodiment of the present invention.
[0047] The server 500 includes a control unit 501, a storage unit 502, and a communication unit 503.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] [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.
[0052] 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.
[0053] 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.
[0054] 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, operations on the game medium such as selecting and using the game medium, or operations to activate special effects. Game operations are performed, for example, by touch operations on the operation unit 104.
[0055] 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.
[0056] 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.
[0057] 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. Game progress processing includes, for example, processes to make characters act in response to operations on the game medium, and processes to generate game images according to the progress of the game. Details of game progress processing will be described later.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] [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.
[0062] Figure 5 is a block diagram showing the game processing function 50 of a server 500 according to one embodiment of the present invention.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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 game field. In addition to configuration data, the configuration data transmission unit 54 may also transmit current status data to the communication device 100.
[0069] [2. Game Program] A game program according to one embodiment of the present invention will be described with reference to Figures 6 to 10.
[0070] [2-1. Game Structure] In the game program according to this embodiment, the player can be provided with a game that uses multiple game media to constitute a deck, and in which the character can perform unilateral, continuous actions by using the game media in succession. The game includes battle events in which a character battles an enemy character, and the game media are mainly used in battles with enemy characters. Here, "game media" refers to objects that can be used within the game. As described above, the game media are used in battles with enemy characters, but the player can own and manage them. That is, when no battle events are taking place, the player can display and visually check the multiple game media they own, or delete unnecessary game media. The player can also select from the multiple game media they own and build a deck that includes the selected game media.
[0071] As will be explained in more detail later, the game medium has predetermined effects set, and when the game medium is used by the player during a battle event, the characters placed in the virtual space, the battlefield BF, act in a way that activates the predetermined effect of the game medium. In other words, the player can determine the actions of the characters through the game medium, rather than directly controlling the characters. Furthermore, the game progresses in real time rather than in turns during battle events, and the player can use the game medium at their own timing as long as the predetermined conditions are met. Thus, in the game according to this embodiment, battles between the player's characters and the battle event opponent's characters take place in real time, utilizing the effects set on the game medium.
[0072] Here, we will explain the difference between turn-based and real-time gameplay in battle events. In turn-based gameplay, the player's turn and the battle event opponent's turn alternate, and the player can only use game media during their turn, but not during the battle event opponent's turn. In contrast, in real-time gameplay, there are no set turn-based actions, and the player can use game media at any time they decide.
[0073] The game according to this embodiment includes at least one battle event in which the player's character battles an enemy character. In addition to battle events, the game according to this embodiment may also include movement events in which the character moves on a map, and it is also possible to configure the game so that a battle event occurs when the character moves to a specific location.
[0074] [2-1-1. Basic structure of game images] First, with reference to Figure 6, the configuration of the game image GI during a battle event in the game according to this embodiment will be described. Here, the game image GI is an image (still image or video, etc.) displayed on the display unit 103 of the communication device 100 when the game program is executed. Also, for convenience, the following description will assume that the player's operation is a touch operation, but it is not limited to this, and the player's operation can be any operation on the operation unit 104.
[0075] 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.
[0076] The game image GI in Figure 6 displays the first character CH-1, the second character CH-2, the first durability value HP-1, the second durability value HP-2, the stock area SR (deck), the active area AR (hand), action points AP, and battle points BP.
[0077] (1) First character CH-1 and second character CH-2 The first character CH-1 is a player character used by the player in a battle event. The first character CH-1 is placed in a virtual space called the Battlefield BF and acts according to the use of the game medium. The configuration may be such that one of several characters prepared in advance by the game program is selected, or one of several characters owned by the player is selected. On the other hand, the second character CH-2 is a character that the first character CH-1 must defeat in a battle event, a so-called enemy character. In the game according to this embodiment, the second character CH-2 may be a player character used by a player other than the player using the first character CH-1, or it may be a non-player character controlled by a predetermined algorithm defined by the game program. The second character CH-2 is also placed in a virtual space called the Battlefield BF and acts according to the operation of other players or under the control of an algorithm. For example, in the case of algorithmic control, the actions of the second character CH-2 may be executed at predetermined intervals, or at irregular intervals.
[0078] Each of the first character CH-1 and the second character CH-2 has parameters such as attack value, defense value, evasion rate, and hit rate. The attack value is a numerical value that represents the attack power of either the first character CH-1 or the second character CH-2. A higher attack value means that the amount of damage dealt by the attack will be greater. The defense value is a numerical value that represents the defense power of either the first character CH-1 or the second character CH-2. A higher defense value means that the amount of damage taken from an attack will be less. The attack value and defense value are used in the calculation of damage. The evasion rate indicates the probability of evading an attack from another character CH. The hit rate indicates the probability of an attack hitting another character.
[0079] (2) First durability value HP-1 and second durability value HP-2 The first durability value HP-1 and the second durability value HP-2 are parameters set for the first character CH-1 and the second character CH-2, respectively. The first durability value HP-1 is a numerical value representing the durability of the first character CH-1. It decreases when the first character CH-1 takes damage from an attack by the second character CH-2. When the first durability value HP-1 reaches zero, the battle event with the second character CH-2 ends. The second durability value HP-2 is the same as the first durability value HP-1, so a detailed explanation is omitted.
[0080] (3) Game medium GM The deck used by a player after the game starts consists of multiple game media GMs. The multiple game media GMs that make up the deck may be selected in advance by the player. The number of game media GMs that make up the deck is not particularly limited, but for example, it is about 10 to 20. The game image GI shown in Figure 6 displays the active area AR and the stock area SR. The active area AR displays some of the game media GMs that make up the deck and can be used as hand cards. In Figure 6, the active area AR displays the first game media GM-1 to the fourth game media GM-4. The stock area SR contains the game media GMs from the deck other than those placed in the active area AR and those that have been used. The stock area SR displays the fifth game media GM-5 that will be placed in the active area AR next when any of the first game media GM-1 to the fourth game media GM-4 placed in the active area AR are used. The multiple first game media GM-1 to the fourth game media GM-4 displayed in the active area AR are also called usable game media. A game medium GM in an usable state refers to a state in which one of the multiple first game mediums GM-1 to the fourth game medium GM-4 located in the active area AR can be selected and used by the player.
[0081] The first game media GM-1 to the fourth game media GM-4, located in the active area AR, are displayed as icons that the player can select (or touch-operate). The fifth game media GM-5, located in the stock area SR, is displayed as an image that the player cannot touch. When each of the first game media GM-1 to the fourth game media GM-4 is used by the player's touch operation, the used game media GM (i.e., any of the first game media GM-1 to the fourth game media GM-4) is removed from the game image GI, and the fifth game media GM-5 is placed in the active area AR and functions as an icon.
[0082] The number of game media GMs displayed as touch-operable icons is not limited to four. There may be multiple game media GMs displayed as touch-operable icons, including five or more.
[0083] The game medium GM displayed in the game image GI of Figure 6 has a card shape. The card shape of the game medium GM allows for the creation of a world where the first character CH-1 uses cards to battle the second character CH-2, and players can enjoy the game within that world. The shape of the game medium GM is not limited to a card; it may also be coin-shaped, and is preferably shaped to resemble some kind of object.
[0084] The game medium GM is pre-configured to activate predetermined effects. When the game medium GM is used by the player, the game processing execution unit 14 executes processing based on the predetermined effects of the used game medium GM. The processing based on the predetermined effects of the game medium GM used by the player is executed as an action of the first character CH-1. In other words, when the game medium GM is used by the player, the game processing execution unit 14 executes processing based on the type of game medium GM used, causing the first character CH-1 to take an action and advancing the battle event with the second character CH-2.
[0085] The effects specified by the GM in the game medium are mainly related to the actions of the first character CH-1 or the second character CH-2. For example, the effects specified by the GM in the game medium (actions performed by character CH) include one or a combination of processes such as attack, defense, dodge, counter standby, healing, and parameter change. When performing the attack process, the first character CH-1 attacks the second character CH-2, dealing damage to the second character CH-2 and reducing their HP by a specified amount. When performing the defense process, the first character CH-1 defends against the attack from the second character CH-2, reducing the amount of HP lost due to the damage received by the first character CH-1. When performing the dodge process, the first character CH-1 can nullify the attack from the second character CH-2 (i.e., take no damage). When performing the counter standby process, the first character CH-1 can be put into standby mode to automatically counterattack when attacked by the second character CH-2. When performing a recovery process, for example, the HP of a character CH that has been reduced by another character CH can be restored by a predetermined amount, such as 1 / 3, 1 / 2, or all of the total HP. The effect of parameter changes can be to temporarily increase the parameters of the first character CH-1 (e.g., attack value or defense value) or to temporarily decrease the parameters of the second character CH-2 (e.g., attack value or defense value).
[0086] Next, specific examples of the predetermined effects of the game medium GM will be explained. For example, in the game image GI of Figure 6, the "Power Attack" of the first game medium GM-1, and the "Attack" of the fourth game medium GM-4 and the fifth game medium GM-5 are classified as processes for attacking the second character CH-2. Also, the "Barrier" of the second game medium GM-2 is classified as a process for defending against the first character CH-1. Furthermore, the "Counter" of the third game medium GM-3 executes a counter-waiting process to automatically counterattack when the second character CH-2 is attacked. However, the predetermined effects of the game medium GM are not limited to those described above. It is preferable that the processes of the game medium GM are represented in the display of the game medium GM by illustrations, figures, symbols, or text. This allows the player to visually confirm the effects of the game medium GM.
[0087] Each game medium (GM) has not only a predetermined effect but also a set of consumption points required to use it. A game medium (GM) can be used by consuming the consumption points set for it from the action points (AP) described later. The consumption points may vary depending on the type of predetermined effect of the game medium (GM), and even for the same effect, the consumption points may differ. For example, in the game image (GI) of Figure 6, the consumption points "2" are set for the first game medium (GM-1) to the third game medium (GM-3) and the fifth game medium (GM-5). Additionally, the consumption point "1" is set for the fourth game medium (GM-4). It is preferable that the consumption points of the game medium are also displayed on the game medium (GM). This allows the player to visually confirm the consumption points of the game medium (GM).
[0088] Furthermore, the game medium GM may also have color attributes. These color attributes may be red, blue, green, yellow, or black, but are not limited to these. The number of color attributes is also not particularly limited. For example, in the game image GI in Figure 6, different hatching patterns are used to represent the game medium GM when the color attributes are different, for convenience.
[0089] Furthermore, the game medium GM may also have status effects. Here, a status effect refers to a status ailment or status enhancement applied to a character CH. In other words, a status effect may enhance or weaken a character CH's abilities for a predetermined period of time. Details of status effects will be described later.
[0090] (4) Action Points AP Action Points (AP) are a variable parameter that can be increased or decreased in relation to the use of game media. Specifically, Action Points (AP) are a parameter that is consumed when game media is used. As mentioned above, each game media (GM) has a set consumption point, and when a game media (GM) is used, the value of Action Points (AP) decreases according to the consumption point of the game media (GM) used. Therefore, if Action Points (AP) are less than the consumption point of the game media (GM), that game media (GM) cannot be used. However, Action Points (AP) recover over time, so if Action Points (AP) recover to a value equal to or greater than the consumption point of the game media (GM), the game media can be used.
[0091] In the game image GI of Figure 6, Action Points (AP) are displayed as a numerical value (integer) and a gauge. However, the display of Action Points (AP) is not limited to this. Action Points (AP) may be displayed as either a numerical value or a gauge.
[0092] (5) Battle Points BP Battle Points (BP) are a variable parameter that can be increased or decreased, related to the activation of special effects distinct from the effects of the Game Medium (GM). Here, a special effect may be one that allows for the effective use of the Game Medium. For example, a special effect may be one that increases the recovery speed of Action Points (AP). Battle Points (BP) increase and accumulate each time a predetermined condition is met. For example, Battle Points (BP) can be increased by using the Game Medium (GM), activating the effects of the Game Medium (GM), or attacking the second character CH-2. For example, when a Game Medium (GM) is used, Battle Points (BP) increase according to the points consumed by the Game Medium (GM) used. When using a Game Medium (GM), if Game Mediums with the same attribute are used consecutively, Battle Points (BP) may increase by a predetermined amount. Also, if the effect of the Game Medium (GM) increases Battle Points (BP) by a predetermined amount, Battle Points (BP) will increase upon activation of the Game Medium (GM) effect. Also, when attacking the second character CH-2, Battle Points (BP) may increase according to the amount of damage dealt. Note that the predetermined conditions for increasing Battle Points (BP) are not limited to those described above. When Battle Points (BP) accumulate and reach a predetermined value, a special effect becomes available.
[0093] In the game image GI of Figure 6, a gauge is displayed as Battle Points (BP). However, the display of Battle Points (BP) is not limited to this. The display of Battle Points (BP) may consist of only a numerical value, or a numerical value and a gauge. Furthermore, the numerical value of Battle Points (BP) up to a predetermined value at which a special effect can be activated may also be displayed.
[0094] [2-1-2. Game Progression] Furthermore, with reference to Figures 7 to 9, the main game progression during battle events in the game according to this embodiment will be explained.
[0095] (1) Use of real-time game media Figures 7 to 9 are schematic diagrams showing game image GI when a game program according to one embodiment of the present invention is executed. Specifically, Figures 7 to 9 are game image GIs illustrating the use of game media GM, and are displayed in chronological order as follows: game image GI in Figure 7, game image GI in Figure 8, and game image GI in Figure 9.
[0096] The game image GI in Figure 7 shows the second character CH-2 attacking the first character CH-1. In this embodiment, battle events in the game are not turn-based but occur in real time. Therefore, even when the second character CH-2 is attacking, the first character CH-1 can use the game medium GM to execute processes based on predetermined effects of the game medium GM.
[0097] As shown in Figure 7, the player performs a touch operation on the second game medium GM-2. Specifically, the player touches the second game medium GM-2 with their finger FG and performs a swipe operation, sliding their finger upwards while still touching the second game medium GM-2. When the second game medium GM-2 moves a predetermined amount or more above the active area AR and game image GI due to the player's touch operation, the second game medium GM-2 is considered used, and processing based on the second game medium GM-2 is executed. The predetermined amount may be, for example, a state where the game medium GM has moved halfway from the active area AR, or a state where the game medium GM has moved completely from the active area AR.
[0098] As shown in Figure 7, the consumption points set for the second game medium GM-2 are "2", and the action point AP value of "5" exceeds this. Therefore, the second game medium GM-2 can be used when touched, and processing based on the predetermined effect of the second game medium GM-2 is executed. Note that even if the player moves the game medium GM upward by a predetermined amount, if the game medium GM remains selected by the player, the game medium GM does not have to be used. Subsequently, if the game medium GM is moved further upward by the player, the game medium GM may be considered used. Alternatively, if the game medium GM is moved upward by less than a predetermined amount by the player and then deselected, or if the game medium GM is moved so that it fits entirely within the active area AR by the player, the game medium GM does not have to be used. The second game medium GM-2 used by the player may be removed from the game image GI, or it may be displayed near the active area AR as a used game medium GM.
[0099] The game image GI in Figure 8 displays the first character CH-1 after processing based on a predetermined effect of the second game medium GM-2 has been performed. As shown in Figure 8, the second character CH-2 is about to attack the first character CH-1. In the game according to this embodiment, since the game medium GM can be used in real time, it is possible to configure the game to produce an effect that is more advantageous than the normal effect of the game medium GM when the game medium GM is used in accordance with a specific timing of the action of the second character CH-2. For example, in the attack action of the second character CH-2, when the game medium GM is used at a predetermined timing just before the attack hits the first character CH-1, the amount of damage received by the first character CH-1 may be reduced to less than normal, or the amount of damage may be reduced to zero (so-called just guard). Alternatively, the first character CH-1 may act to deflect the attack of the second character CH-2, and then act to counterattack the second character CH-2 (so-called parry).
[0100] The next available game medium GM may be placed in the position of the game medium GM that was erased from the active area AR. In the game image GI of Figure 9, the fifth game medium GM-5 is displayed in place of the erased second game medium GM-2. That is, the fifth game medium GM-5 is displayed in the active area AR in an available state. Alternatively, the game medium GM placed on the stock area SR side and the game medium GM placed in the stock area SR may be moved to fill the space left by the game medium GM that was erased from the active area AR. Alternatively, the third game medium GM-3 and the fourth game medium GM-4 may be slid toward the first game medium GM-1, and the fifth game medium GM-5 may be slid toward the fourth game medium GM-4 to fill the space left by the erased second game medium GM-2. In addition, the sixth game medium GM-6 is displayed in the stock area SR as the next available game medium.
[0101] As shown in Figure 8, the action points AP after the second game medium GM-2 is used are "3". In the game according to this embodiment, if the action points AP immediately after using a game medium GM exceeds the points consumed by the next game medium GM to be used (in other words, any one of the game mediums GM displayed in the active area AR), it is possible to use game mediums GM consecutively. Therefore, after using the second game medium GM-2, the player can attack the second character CH-2 using, for example, the first game medium GM-1, without depending on the actions of the second character CH-2. In this case, the action points AP after using the first game medium GM-1 will be "1", so any game medium GM displayed in the active area AR with a points consumption of 2 or more cannot be used, and touch operation will be impossible. Thus, in the game according to this embodiment, as long as the action points AP exceeds the points consumed by the game mediums displayed in the active area AR, the first character CH-1 can take continuous actions unilaterally without depending on the actions of the second character CH-2.
[0102] As explained above, in the game according to this embodiment, real-time battles are conducted, making it possible to use the appropriate game medium GM at the appropriate time in response to the actions of the second character CH-2. Therefore, players need to select and use the game medium GM according to the progress of the game in real time, which prevents the game from becoming a monotonous one where players simply attack the second character CH-2.
[0103] In the battle event of the game according to this embodiment, the player using the first character CH-1 wins when the second durability value HP-2 of the second character CH-2 reaches zero. Conversely, the player using the first character CH-1 loses when the first durability value HP-1 of the first character CH-1 reaches zero. The battle event ends when the winner or loser of the players is determined.
[0104] (2) Granting status effects In a game program according to one embodiment of the present invention, predetermined state effects are set in the game medium GM. By using the game medium GM, it is possible to apply state effects to the first character CH-1 or the second character CH-2. In this embodiment, the case in which a state effect is applied to the second character CH-2 in the game program will be described with reference to Figures 10 to 12.
[0105] Figure 10 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 medium GM displays images representing status effects that can be assigned to the character CH. For example, each of the first game mediums GM-11 to the fifth game medium GM-15 displays images SE-11 to SE-15 that represent status effects. A single game medium GM may have one or more status effects. If the game medium GM does not have any status effects, it does not need to display an image representing a status effect.
[0106] For example, a status effect may decrease or increase the character CH's HP at predetermined intervals while the status effect is active. Alternatively, a status effect may control the speed of the character CH's actions while the status effect is active. This could include stopping the character CH's actions, delaying the timing of actions, or speeding up the timing of actions. Furthermore, a status effect may restrict the types of actions the character CH can perform while the status effect is active. Restricting the types of actions the character CH can perform means that the character cannot perform any actions that would trigger a specific effect.
[0107] Furthermore, status effects may grant elemental effects to the character CH while the status effect is active. Elemental effects refer to effects derived from nature, such as fire, ice, lightning, or wind attributes. For example, if a character CH is granted a specific attribute, the character CH may have resistance to attacks of that attribute and be vulnerable to attacks of the opposite attribute. Elemental effects are not limited to the four examples above; at least two are sufficient, and other effects derived from nature are also acceptable.
[0108] Status effects are applied to character CH when a GM (Game Master) is used in a game where players can apply status effects. For example, a player can gain an advantage in the game by applying a status ailment to the second character CH-2, or by applying an enhanced status to the first character CH-1.
[0109] In game image GIs, multiple images may be displayed on the GI if different status effects are set for multiple game media GMs, or if multiple status effects are applied to the second character CH-2. Therefore, in card battle games where multiple status effects can be applied simultaneously, the game screen becomes cluttered with many images, resulting in poor visibility. Furthermore, players have to memorize the correspondence between the images representing status effects and the game media that are effective against them, or refer to the explanatory text for each image, which places an excessive cognitive burden on them. As a result, it becomes difficult for players to understand the situation and make decisions.
[0110] Therefore, one of the objectives of the game program according to one embodiment of the present invention is to provide a game program that improves visual effects to facilitate decision-making regarding state effects.
[0111] In this embodiment, indicator images corresponding to status effects such as status ailments and status enhancements applied to character CH are displayed, and if a game medium that is effective against the status effect is included among the available game mediums, an image related to the effectiveness against the status effect is displayed. As a result, even when multiple indicator images related to multiple status effects are displayed simultaneously in the game image, the player can intuitively select the game medium that should be used to gain an advantage in the game.
[0112] When a status effect is applied to character CH, a marker image SI corresponding to that status effect is placed within a predetermined range from character CH. The marker image SI is sometimes also called a token for identifying the type of status effect. The marker image SI remains displayed for a predetermined period while the status effect is applied to character CH. The period during which the status effect is applied to character CH is also called the status effect application period or the marker image display period. The marker image SI placed within a predetermined range from the image of character CH may be the same as, for example, the image SE representing the status effect displayed on the game medium GM used, or a similar image. As shown in Figure 10, the status effect applied to the second character CH-2 can be visualized by displaying marker images SI-11 to SI-13 corresponding to the status effect around the second character CH-2.
[0113] The labeled image SI is erased when certain conditions are met. For example, the labeled image SI is erased when the period during which the state effect is applied ends. Alternatively, the labeled image SI may be erased when another state effect is applied that cancels out the state effect.
[0114] Furthermore, the predetermined range from the image of character CH refers to, for example, the area on the side of character CH-2 between character CH-1 and character CH-2 when a state effect is applied to character CH-2, or the area on the side of character CH-1 when a state effect is applied to character CH-1 when character CH-1 is the first character, or the area on the side of character CH-1 when character CH-2 is the first character, or the area on the side of character CH-1 when character CH-1 is the first character, or the area from the image of character CH refers to the area surrounding character CH, starting from the center of character CH. If character CH is applied to multiple types of state effects, multiple indicator images SI may be displayed surrounding character CH. If character CH is applied to one state effect, an indicator image SI may be displayed near character CH. In Figure 10, the indicator image display area IR is displayed in a predetermined range from the image of character CH-2. Note that in the game image GI shown from Figure 10 onward, the indicator image display area IR is shown for illustrative purposes and does not have to be displayed in the game image GI. Also, the shape of the indicator image display area IR is not particularly limited.
[0115] As long as the indicator image SI is displayed within a predetermined range from the character CH's image, it is possible to activate the status effect corresponding to the indicator image SI. Activating a status effect refers to a state in which the status effect affects the character CH's HP, action speed, various parameters, and types of actions.
[0116] Status effects may remain active from the start to the end of the status effect duration. For example, if the effect affects the HP of a character CH, the HP of the character CH may continuously decrease or increase over time. Also, if the effect affects the speed of a character CH's actions, the frequency with which the second character CH-2 can act may be reduced (e.g., slowed), increased (e.g., sped up), or stopped. The rate at which the action points AP of the first character CH-1 increase may be reduced or increased. Also, if the effect affects the parameters of a character CH, attack power, defense power, evasion rate, or hit rate may be increased or decreased. Also, if the effect affects the types of actions a character CH can take, certain actions may become unusable. These actions may include, for example, attack, defense, evasion, counter standby, healing, parameter changes, etc. Also, if an attribute effect is applied to a character CH, vulnerability to the applied attribute effect may be applied, or resistance to attribute effects that are contrary to the applied attribute effect may be applied.
[0117] Furthermore, status effects may be activated at predetermined intervals between the start and end of the status effect duration. For example, if the effect affects the durability HP of a character CH, the durability HP of the character CH may decrease (e.g., poison) or increase at predetermined intervals.
[0118] Furthermore, status effects may end after a predetermined period has elapsed since the start of the status effect duration. For example, if a status effect affects the character CH's HP, it may deal more damage than the damage dealt by using the game medium GM, thereby significantly reducing the HP (e.g., a bomb).
[0119] Furthermore, if among the multiple usable first game media GM-11 to fourth game media GM-14, there is a game media GM that has effectiveness against a state effect corresponding to the indicator image SI, an image EI related to that effectiveness against the state effect may be displayed. Effectiveness against a state effect refers to an effect that increases the power of a state effect applied to a character CH, an effect that decreases the power of a state effect, or an effect that cancels out the power of a state effect. The image EI related to the effectiveness against a state effect is an image that indicates the relationship between the indicator image SI and the game media GM.
[0120] Examples of effective status effect combinations against status effects applied to a character CH include the following: For example, a combination of a status effect that applies an attribute effect and a status effect that applies the same or a different attribute effect. Another example is a combination of a status effect that reduces HP and a status effect that controls action speed. Yet another example is a combination of a status effect that reduces HP and a status effect that applies an attribute effect. Furthermore, a combination of a status effect that applies an attribute effect and a status effect that removes that attribute effect is also possible. Finally, a combination of a status effect that reduces HP or a status effect that controls action speed with a status effect that removes these effects (a status recovery effect) is also possible. The combinations described above are just examples and are not particularly limiting.
[0121] Figure 11 is a table representing combinations of effective status effects. In other words, Figure 11 is a table for displaying image EIs related to the effectiveness of status effects. Based on the relationship between the status effects applied to character CH shown in Figure 11 and the status effects of the game medium, the amount of status change or duration given to character CH is determined. For example, identification numbers A0001, A0002, A0101~A0105 are tables of status effects that are effective against the status effects applied to the second character CH-2, and identification numbers A0201~A0205 are tables of status effects that are effective against the status effects applied to the first character CH-1. As shown in identification numbers A0001 and A0002, attribute effects may be progressively strengthened by applying the same attribute effect as the attribute effect applied to character CH. As shown in identification number A0101, character CH's durability value HP may be significantly reduced by applying a follow-up attribute effect to the attribute effect applied to character CH. Furthermore, as shown in identification number A0102, attribute effects applied to character CH may be removed by applying an attribute effect that cancels out the attribute effect applied to character CH. Also, as shown in identification number A0103, character CH's durability HP may be significantly reduced by applying a status effect that follows up on a status effect applied to character CH. As shown in A0104 and A0105, character CH's durability HP may be reduced or its actions may be restricted by applying a status effect that shortens or extends the duration during which the status effect applied to character CH is active. Also, as shown in A0201 to A0205, character CH may be given a status effect that removes the attribute effect applied to character CH, or a status effect that recovers from a status ailment.In this way, based on the relationship between the status effect applied to the character CH and the status effect of the game medium, an image EI indicating the effectiveness of the status effect is displayed on at least one of the indicator image SI and the game medium GM, or between the indicator image SI and the game medium GM, allowing the player to intuitively select the game medium to use to gain an advantage in the game.
[0122] The image EI relating to the effectiveness of state effects is displayed in a manner that allows for the identification of the marker image. For example, in Figure 10, as an example of the image EI relating to the effectiveness of state effects, an image linking marker image SI-11 with a fourth game medium GM-4 having a state effect that further enhances the state effect corresponding to marker image SI-11 is shown as the image EI relating to the effectiveness of state effects. For example, if one marker image SI is displayed and the active area AR contains multiple game mediums GM that have effectiveness against state effects, the image EI relating to the effectiveness of state effects may be displayed in a manner that links to each of the multiple game mediums GM.
[0123] Figure 12 is a schematic diagram showing the game image GI when a game program according to one embodiment of the present invention is executed. Figure 10 shows the case where the player uses the fourth game medium GM-14 according to image EI-11 which has effectiveness for status effects. In Figure 10, the indicator image SI-11 is a bomb, while the status effect of the used fourth game medium GM-14 is fire attribute. When the fourth game medium GM-14 is used by the player, the bomb immediately explodes, resulting in the effect of significantly reducing the durability value HP of the character CH. In addition, the time from when the bomb status effect is applied until it explodes can be shortened.
[0124] Next, we will explain how to display images representing the interrelationships between status effects when multiple status effects are applied to a character CH.
[0125] Here, a reciprocal status effect refers to a relationship where two or more status effects influence each other, including relationships where the effects on a character's status, actions, and game progression are enhanced or accelerated compared to a single status effect. Examples include a combination of a status effect that reduces HP and a status effect that grants an elemental effect, a combination of an elemental effect that is the same as or different from an elemental effect, or a combination of a status effect that reduces or increases HP and a status effect that controls the speed of actions. For example, if a character CH is given both an ice elemental status effect and a lightning elemental status effect, they will be electrocuted and the amount of damage they take will also increase. Also, if a character CH is given both a poison status effect and a speed-up status effect, the cycle over which HP is reduced by poison will be shortened.
[0126] Figure 14 is a table representing combinations of interrelated state effects. In other words, Figure 14 is a table for displaying images that represent these interrelationships. By displaying images that represent these interrelationships based on the combinations of interrelated state effects shown in Figure 14, players can understand the progress of the game. For example, when a player uses a game medium GM, it is possible to visualize opportunities to attack character CH, visualize the continuous decrease in character CH's HP, and make it easier to select a game medium GM.
[0127] Figure 13 is a schematic diagram showing the game image GI when a game program according to one embodiment of the present invention is executed. In Figure 13, images SE-21 to SE-25, representing state effects, are displayed on each of the first game media GM-21 to the fifth game media GM-25. In addition, indicator images SI-21 to SI-23, corresponding to the state effects applied to the second character CH-2, are displayed around the second character CH-2. Figure 13 also shows an image EI-21 indicating the effectiveness of the state effect, showing that the indicator image SI-21 and the fourth game media GM-24 are effective.
[0128] Figure 15 is a schematic diagram showing the game image GI when a game program according to one embodiment of the present invention is executed. In Figure 15, the player uses the fourth game medium GM-24 according to image EI-21 which has an effect on the status effect, as in Figure 13. The label image SI-21 is poison, while the status effect of the fourth game medium GM-24 used is speed up. These two status effects influence each other, thereby shortening the predetermined period during which the poison effect is active. As a result, the cycle in which the durability value HP decreases due to poison is shortened, and the rate at which the durability value HP of character CH decreases can be increased.
[0129] Furthermore, a marker image SI-24 representing a speed-up is displayed near the character CH. At this time, since the poison status effect and the speed-up status effect applied to character CH are interrelated, the speed-up marker image SI-24 is displayed near the poison marker image SI-21. Also, in Figure 15, to show that marker images SI-21 and SI-24 are interrelated, the dotted lines surrounding marker images SI-1 and SI-4 are shown as the image IN-21 representing the interrelationship. By displaying the image IN-21 representing the interrelationship, the player can also learn empirically about the interrelated status effects. The image IN-21 representing the interrelationship is not limited to this, and may be an image that overlaps with marker images SI-21 and SI-24, or it may be displayed adjacent to marker images SI-21 and SI-24. In addition, the image IN-21 representing the interrelationship may be represented by one marker image SI based on the two marker images SI-21 and SI-24. For example, two marker images SI-21 and SI-24 may be combined and displayed as a single marker image SI.
[0130] As described above, in the game program according to one embodiment of the present invention, display control is performed to indicate the effectiveness of each status effect and the game medium GM. As a result, even in situations where a large number of indicator images related to multiple status effects are displayed simultaneously around a character CH, the player can intuitively and instantly select the game medium for a follow-up action or a cancel action against the character CH that has been afflicted with a status effect. Furthermore, since there is no need to memorize the correspondence between images representing status ailments and the game mediums that are effective against them, and no need to refer to the explanatory text of each image one by one, the cognitive load on the player can be reduced. Moreover, when these configurations are applied to real-time battles that require instantaneous decision-making, the effect of enabling faster decision-making by the player during gameplay becomes even more pronounced.
[0131] [2-1-3. Flowchart of Game Processing Functions] The game processing performed by the game processing function in the game processing execution unit 14 will be described with reference to Figure 16. Figure 16 is a flowchart for executing the game processing function according to one embodiment of this disclosure. The game processing function starts when the game is started (START).
[0132] (1) Case 1 First, let's explain the case where the character has no status effects applied, but the game medium used does have status effects.
[0133] First, as shown in Figure 16, it is determined whether or not a status effect has been applied to character CH (step S101). If no status effect has been applied to character CH (step S101; NO), the process proceeds to step S104. In step S104, if an operation to use the game medium GM is detected (step S104; YES), it is determined whether or not the game medium used is effective against the status effect already applied to character CH (step S105). In this example, it is not a game medium effective against the status effect (no status effect has been applied to the character) (step S105; NO), so the process proceeds to the status effect application process (step S107). In the status effect application process, the process of applying the status effect possessed by the used game medium GM to the character is executed. Here, since no status effect has been applied to character CH, the status effect possessed by the game medium GM used by the player is applied to character CH. After that, the process proceeds to the indicator image display process (step S108). In step S108, the indicator image of the status effect applied to character CH in step S107 is displayed. Next, the process based on the predetermined effect of the game medium GM is executed (step S109). Then, it is determined whether or not the termination condition is met (step S110). If it is determined that the termination condition is met (step S110; YES), the game processing function is terminated. Alternatively, if the termination condition is not met (step S110; NO), the process returns to step S101.
[0134] The termination condition could be, for example, whether or not the durability value HP of character CH is zero. For example, if the first durability value HP-1 of the first character CH-1 is zero, the first character CH-1 becomes incapacitated in battle, and the defeat of the first character CH-1 in the battle event is determined. On the other hand, if the second durability value HP-2 of the second character CH-2 is zero, the second character CH-2 becomes incapacitated in battle, and the victory of the first character CH-1 in the battle event is determined. The battle event ends when the winner or loser of the battle event is determined. Alternatively, the termination condition could be whether or not a predetermined amount of time has elapsed since the start of the game program. If, after a predetermined period of time has elapsed, the second durability value HP-2 of the second character CH-2 is not zero, the defeat of the first character CH-1 in the battle event may also be determined.
[0135] If no operation to use the game medium GM is detected in step S104 (step S101; NO), the process proceeds to step S101 and enters a waiting state until an operation to use the game medium GM is detected.
[0136] (2) Case 2 Next, we will explain the case where a character has a status effect applied to them, and the game medium used also has a status effect.
[0137] First, as shown in Figure 16, it is determined whether or not a status effect has been applied to character CH (step S101). If a status effect has been applied to character CH (step S101; YES), it is determined whether or not there is a game medium among the available game mediums that is effective against status effects (step S102). If there is a game medium among the available game mediums that is effective against status effects (step S102; YES), an image related to the effectiveness against status effects is displayed (step S103), and the process proceeds to step S104. In step S104, when an operation to use game medium GM is detected (step S104; YES), it is determined whether or not the game medium GM used is a game medium that is effective against status effects (step S105). In this example, since it is a game medium that is effective against status effects (step S105; YES), the image related to the effectiveness against status effects is erased (step S106), and the process proceeds to the status effect application process (step S107). Here, since a status effect has already been applied to character CH, the status effect that game medium GM possesses is applied to character CH according to the status effect applied to character CH.
[0138] In the status effect application process, processing is performed according to three patterns: when the status effect already applied to the character CH and the status effect of the game medium GM used are "the same", when they have a reciprocal relationship, and when they "cancel each other out". If the status effect already applied to the character CH and the status effect of the game medium GM used are "the same", the status effect may be strengthened. If the status effect already applied to the character CH and the status effect of the game medium GM used are "reciprocal", the two status effects may influence each other, increasing the effectiveness of both status effects. If the status effect already applied to the character CH and the status effect of the game medium GM used "cancel each other out", the status effect applied to the character CH may be canceled out.
[0139] The process then proceeds to the indicator image display process (step S108). In the indicator image display process, an indicator image corresponding to the status effect applied to character CH is displayed. If the status effect of the game medium GM used and the status effect applied to character CH are the same, an image representing the level of the enhanced status effect may be displayed. If the status effect of the game medium GM used and the status effect applied to character CH are related, an image representing the increase in the effectiveness of both status effects may be displayed. If the status effect of the game medium GM used and the status effect applied to character CH cancel each other out, the indicator image attached to character CH may be erased. Furthermore, in the indicator image display process, if multiple status effects are applied to character CH, an image representing the relationship may be displayed for the indicator images that have a relationship, based on the status effects that have a relationship among the multiple status effects.
[0140] Furthermore, if the game medium used in step S105 is not a game medium that has an effect on status effects already applied to character CH (step S105; NO), the process proceeds to the status effect application process (step S107). In this case, the status effect application process applies the status effects possessed by the game medium GM used to character CH.
[0141] For subsequent steps, simply follow the instructions provided in Case 1.
[0142] [2-1-4. Game Processing Function] Next, a game processing function according to one embodiment of the present invention will be described. Figure 17 is a block diagram showing a game processing function according to one embodiment of the present invention. The communication device 100 includes a game processing execution unit 14, which is implemented by a processor executing a game program stored in a storage unit 102. The storage unit 102 also stores various data used in the game processing function.
[0143] The memory unit 102 includes at least a program memory unit 1021, a game medium memory unit 1022, a state effect memory unit 1023, an effectiveness memory unit 1024, an interrelationship memory unit 1025, a sign image memory unit 1026, an effectiveness image memory unit 1027, and an interrelationship image memory unit 1028.
[0144] The program storage unit 1021 stores game programs for executing game processing functions.
[0145] The game medium storage unit 1022 stores the various game medium GMs described above. Each game medium GM has at least a predetermined effect and a set of consumption points. In addition to these, each game medium GM also has a status effect. A player can assemble a deck by selecting a predetermined number of game medium GMs from among the various game medium GMs stored in the game medium storage unit 1022 that the player possesses. Alternatively, a predetermined number of game medium GMs may be selected and a deck assembled by a predetermined algorithm defined by the game program.
[0146] The state effect storage unit 1023 stores the various state effects that can be applied to the character CH. The state effect storage unit 1023 may be associated with the game medium storage unit 1022. The effectiveness storage unit 1024 stores a table representing combinations of state effects that have effectiveness as shown in Figure 11. The interrelationship storage unit 1025 is a table representing combinations of state effects that have interrelationships as shown in Figure 14.
[0147] The sign image storage unit 1026 stores the various sign images described above. The sign images correspond to state effects. Therefore, the sign image storage unit 1026 may be associated with the state effect storage unit 1023. Furthermore, even for the same state effect, the sign images may differ depending on the enhancement stage of the state effect.
[0148] The effectiveness image storage unit 1027 stores various effectiveness-related images as described above. Effectiveness-related image EIs for state effects are stored, including images for display on the game medium GM, indicator image SI, and both. During game program execution, the player may choose which of the game medium GM, indicator image SI, or both are used to display the effectiveness-related image EIs for state effects. Effects such as glowing or color changing may also be stored as effectiveness-related image EIs for state effects. The effectiveness image storage unit 1027 may be associated with the effectiveness storage unit 1024.
[0149] The interrelationship image storage unit 1028 stores images representing the various interrelationships described above. In the interrelationship image storage unit 1028, the types of interrelationship images may differ based on the combination of state effects that have interrelationships. For example, images of attribute effects that have interrelationships and images other than attribute effects that have interrelationships may be images that have different interrelationships. The interrelationship image storage unit 1028 may be associated with the interrelationship storage unit 1025.
[0150] The game processing execution unit 14 includes a game medium processing unit 141, a character control unit 142, a state effect control unit 143, an effectiveness control unit 144, an interrelationship control unit 145, a sign image control unit 146, an effectiveness image control unit 147, an interrelationship image control unit 148, and an termination condition determination unit 149. In each step, the game processing execution unit 14 reads various data stored in the storage unit 102 described above and executes processing.
[0151] In step S104, the game media processing unit 141 detects that the game media has been used.
[0152] In step S109, the character control unit 142 performs processing based on a predetermined effect of the game medium GM used. This causes the character CH to perform an action based on the type of game medium.
[0153] In step S101, the state effect control unit 143 determines whether or not a state effect has been applied to character CH. In step S107, the state effect control unit 143 applies a state effect to character CH.
[0154] In step S102, the effectiveness control unit 144 determines whether or not the game medium has effectiveness against state effects. In step S105, the effectiveness control unit 144 determines, based on the table shown in Figure 11, whether or not the game medium GM used is a game medium GM that has effectiveness against state effects.
[0155] In step S107, the interrelationship control unit 145 determines, based on the table shown in Figure 14, whether there is an interrelationship between the state effect applied to character CH and the state effect of the game medium used, if the game medium used has an effect on state effects.
[0156] In step S108, the indicator image control unit 146 displays an indicator image SI corresponding to the state effect of the game medium GM used. The indicator image control unit 146 may update the indicator image SI according to the state effect of the game medium GM used.
[0157] Based on the determination result in the effectiveness control unit 144, the effectiveness image control unit 147 displays an image related to the effectiveness of the state effect in step S103. Furthermore, in step S106, the image related to effectiveness is erased.
[0158] Based on the determination result in the interrelationship control unit 145, the interrelationship image control unit 148 displays an image representing the interrelationship in step S108.
[0159] In step S110, the termination condition determination unit 149 determines the termination condition of the game program.
[0160] [Differentiation] This disclosure is not limited to the embodiments described above, but includes a variety of other modifications. For example, the embodiments described above are described in detail for illustrative purposes and are not necessarily limited to those having all the configurations described. Some of the configurations of the embodiments and some of the modifications described below may have other configurations added, deleted, or replaced. The modifications are described below.
[0161] (1) When displaying an image related to the effectiveness of a status effect on the game medium or sign image side. In this embodiment, an example has been described in which an image relating to effectiveness is displayed in a manner that links the game medium and the labeling image, but the embodiment of the present invention is not limited thereto. The image EI relating to the effectiveness of a state effect may be displayed on either the game medium GM side or the labeling image SI side.
[0162] When an image EI related to effectiveness is displayed on the game medium GM side, it is clear that there is a game medium GM in the hand that corresponds to the status effect of the indicator image SI, but it is not displayed which game medium GM the indicator image SI corresponds to. Therefore, by using a game medium GM that displays an image EI related to effectiveness for a status effect, even if the player is unaware of which indicator image SI the game medium GM corresponds to, they can induce a change in the status effect based on that effectiveness (enhancement, synergy, removal, etc.), and obtain an effect that is advantageous to the character CH's actions or the progress of the game. The image EI related to effectiveness displayed on the game medium GM side may be a glowing effect or indicated by an arrow. Information regarding effectiveness may also be displayed as text as an image EI related to effectiveness for a status effect. The image EI related to effectiveness for a status effect may be displayed overlapping with the game medium GM or displayed in the vicinity of the game medium GM. The image EI related to effectiveness for a status effect may also include the game medium GM shaking or moving slightly up and down.
[0163] When an image EI (Effectiveness Indicator) related to effectiveness is displayed on the sign image SI side, it indicates that there is a game medium in the hand that corresponds to the state effect of the sign image SI, but it does not show which game medium GM corresponds to the sign image SI. Therefore, the player must select a game medium that is effective for the sign image SI from among the multiple available game medium GMs, thus increasing the difficulty of the game. The image EI related to effectiveness displayed on the sign image SI side may be a glowing effect or indicated by an arrow, similar to the sign image SI displayed on the game medium GM side. Information regarding effectiveness may also be displayed as text for the image EI related to effectiveness for state effects. The image EI related to effectiveness for state effects may be displayed overlapping with the sign image SI or in the vicinity of the sign image SI. The image EI related to effectiveness for state effects may also include the sign image SI shaking or moving slightly up and down.
[0164] (2) When displaying images related to the effectiveness of the sign and the game medium. The image EI relating to the effectiveness of a state effect may be displayed in a manner that allows for the identification of the corresponding indicator image SI for the state effect. For example, the image EI relating to the effectiveness of a state effect may be displayed on both multiple game media GMs and indicator images SI. Alternatively, the image EI relating to the effectiveness of a state effect may be displayed on multiple indicator images SI and multiple game media GMs.
[0165] Figure 18 is a schematic diagram showing a game image when a game program according to one embodiment of the present invention is executed. In Figure 18, images SE-31 to SE-35, representing state effects, are displayed on each of the first game media GM-31 to the fifth game media GM-35. In Figure 18, images EI-31 and EI-32, which relate to the effectiveness of state effects, are displayed between the indicator image SI-31 and the fourth game media GM-34. Also, images EI-33 and EI-34, which relate to the effectiveness of state effects, are displayed between the indicator image SI-33 and the third game media GM-33. In Figure 18, images EI-31 and EI-32, which relate to the effectiveness of state effects, are shown as dotted lines, and images EI-33 and EI-34, which relate to the effectiveness of state effects, are shown as dashed lines. As a result, the player can recognize combinations of state effects that have effectiveness based on the combination of the indicator image SI and the game media GM.
[0166] (3) When displaying an image regarding validity only while selecting a game medium. The image EI regarding the effectiveness of state effects may be displayed when one of several game media is selected by the player. Selecting a game media means that the player has moved the game media above the active area AR using touch controls and remains there. Alternatively, the player may have selected a game media GM without moving it using touch controls. When the player has selected a game media GM, the image EI regarding the effectiveness of state effects may be displayed on the game media GM side, the indicator image SI side, or both. This allows the player to recognize which game media GM corresponds to the indicator image SI. Furthermore, since the player does not know whether the game media GM corresponds to the indicator image SI until they select a game media GM, the difficulty of the game can be increased. If there is no indicator image corresponding to the game media GM, there may be no change in the display of the indicator image.
[0167] (4) When displaying an image related to validity on a game medium placed in the stock area Image EIs indicating the effectiveness of state effects may be displayed not only for multiple game media GMs placed in the active area AR, but also for game media GMs placed in the stock area SR. Game media GMs placed in the stock area SR are the game media GMs that will become available next. Therefore, displaying image EIs indicating the effectiveness of state effects for game media GMs placed in the stock area SR broadens the range of considerations for the order in which to use game media GMs, thereby improving strategic depth.
[0168] (5) Regarding interrelated state effects In this embodiment, the case where there are two interconnected state effects has been described, but the embodiment of the present invention is not limited thereto. There may be three or more interconnected state effects. The state effects may be combined as appropriate so that the more interconnected state effects there are, the greater the damage dealt to other characters.
[0169] (6) Regarding the update of sign images If the same status effect that is already applied to character CH is applied, the indicator image SI may be updated. For example, the updated indicator image may be a superimposed display of indicator image SI-1 and indicator image SI-5. Alternatively, the updated indicator image may display a number indicating the level of enhancement of the status effect on indicator image SI-1, or a number (remaining time) indicating that the duration of the status effect application has been extended. The updated indicator image may have at least one of the colors or shapes of indicator image SI-1 changed. Alternatively, the updated indicator image may display the same indicator image SI-5 adjacent to indicator image SI-1.
[0170] (7) About the player character In this embodiment, the case of applying a status effect to the enemy character, the second character CH-2, has been described, but the embodiment of the present invention is not limited to this. It is possible to apply a status effect to the player character, the first character CH-1. When applying a status effect to the first character CH-1, it is preferable to apply a status effect that strengthens the first character CH-1. Furthermore, if a status effect that weakens the first character CH-1 is applied, it is preferable to apply a status effect that cancels out that status effect. The method for applying a status effect to the first character CH-1 is the same as the method for applying a status effect to the second character CH-2, so you can refer to the descriptions of embodiments and modifications as appropriate.
[0171] 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.
[0172] 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]
[0173] 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, 141 142: Game media processing unit, 143: Character control unit, 144: State effect control unit, 145: Effectiveness control unit, 146: Interrelationship control unit, 147: Marker image control unit, 148: Effectiveness image control unit, 149: Interrelationship image control unit, 500: Server, 501: Control unit, 502: Storage unit, 503: Communication unit, 1000: Communication system, 1021: Program storage unit, 1022: Game media storage unit, 1023: State effect storage unit, 1024: Effectiveness storage unit, 1025: Interrelationship storage unit, 1026: Marker image storage unit, 1027: Effectiveness image storage unit, 1028: Interrelationship image storage unit
Claims
1. A game program that causes a computer to run a game in which, when a player uses a displayed game medium on a character, the game medium is erased and a process is executed based on a predetermined effect of the game medium, Display multiple game media that are in a usable state, When the game medium used performs a process to impart a first state effect to the character, the method includes displaying a first indicator image representing the first state effect within a predetermined range from the image of the character to which the first state effect has been applied. A game program that displays an image relating to the effectiveness of the first state effect when the first indicator image is displayed and a game medium having effectiveness against the first state effect is included among the game mediums that are in a usable state.
2. The game program according to claim 1, wherein the image relating to the effectiveness of the first state effect is displayed on the side of the plurality of game media between the plurality of game media and the first indicator image.
3. The game program according to claim 1 or 2, wherein the image relating to the effectiveness of the first state effect is displayed on the side of the first indicator image between the plurality of game media and the first indicator image.
4. The game program according to claim 1, wherein the image relating to the effectiveness of the first state effect is displayed when one of the plurality of game media is selected by the player's operation.
5. The game program according to claim 1, wherein the image relating to the effectiveness of the first state effect is displayed in a manner that allows for the identification of the first marker image.
6. The game program according to claim 1, wherein if a game medium having effectiveness against the first state effect is used while the first state effect is applied, a game effect corresponding to the effectiveness is generated in the first state effect.
7. The game program according to claim 6, wherein the display mode of the first indicator image changes based on the game effect corresponding to the effectiveness.
8. The game program according to claim 1, wherein the first state effect is activated for the character at predetermined intervals while the first sign image is displayed.
9. When the game medium used performs a process to impart a second state effect to the character, the method further includes displaying a second indicator image representing the second state effect within a predetermined range from the character's image. The game program according to claim 1, wherein the second indicator image is displayed, and when a game medium having effectiveness against the second state effect is included among the game mediums in a usable state, an image relating to the effectiveness against the second state effect is displayed.
10. The game program according to claim 9, wherein the image relating to the effectiveness of the second state effect is displayed in a manner that allows for the identification of the second marker image.
11. The game program according to claim 10, wherein an image representing the relationship between the first marker image and the second marker image is displayed on the first marker image and the second marker image.
12. Game points are set as a parameter that can be increased or decreased. The game program according to claim 1, wherein the game media are used by consuming game points set for each of the plurality of game media at any time.
13. The game program according to claim 1, wherein the image relating to the effectiveness of the first state effect is displayed within a predetermined range from a game medium having the effectiveness of the first state effect.