Programs, systems, and methods for providing games

The game program and system improve operability by positioning player characters based on touch panel inputs, addressing the challenge of controlling characters on touch panels.

JP7863168B2Active Publication Date: 2026-05-20DENA CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
DENA CO LTD
Filing Date
2024-12-03
Publication Date
2026-05-20

AI Technical Summary

Technical Problem

Achieving good operability in games using player characters controlled via a touch panel is challenging compared to traditional game controllers.

Method used

A game program and system that utilizes a touch panel to accept predetermined operations and position player characters based on satisfaction of conditions, allowing them to appear at specific positions in the game space.

Benefits of technology

Enhances operability in games by enabling precise character positioning through touch panel interactions, improving gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To realize excellent operability in a game using a player character.SOLUTION: A player terminal 10 according to one embodiment provides a user who operates the terminal 10 with a game. The game provided by the player terminal 10 is configured such that a player character appears in a position corresponding to predetermined operation to a touch panel 131 from among predetermined multiple positions within a game space according to sufficiency of a predetermined condition, and such a configuration supports realization of excellent operability when playing with operation via a touch panel for a game using a player character.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a program, a system, and a method for providing a game.

Background Art

[0002] Conventionally, in games using player characters, typically, the actions of the characters are controlled according to operations by the player. For example, in a game such as a fighting game in which fighting actions between characters are performed (see, for example, Patent Document 1), in order to enjoy the realism of the game, it is preferable to achieve good operability.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, when playing a game such as the above-described fighting game via an operation using a touch panel of a smartphone or the like, it is difficult to achieve good operability when controlling the actions of the characters as compared with playing via an operation using a physical game controller or a game pad or the like.

[0005] One object of an embodiment of the present invention is to achieve good operability in a game using a player character. Other objects of the embodiments of the present invention will become apparent by referring to the entire specification.

Means for Solving the Problems

[0006] A program according to one embodiment of the present invention is a program for providing a game that uses a player character included in a game space, and causes a computer to perform the steps of: accepting a predetermined operation on a touch panel in accordance with the satisfaction of predetermined conditions relating to the player character; and making the player character appear at a position corresponding to the predetermined operation among a predetermined plurality of positions in the game space.

[0007] A system according to one embodiment of the present invention is a system for providing a game that uses player characters included in a game space, comprising one or more computer processors, wherein the one or more computer processors perform the steps of: receiving a predetermined operation on a touch panel in response to the execution of a readable instruction and the satisfaction of predetermined conditions relating to the player character; and making the player character appear at a position corresponding to the predetermined operation among a predetermined plurality of positions in the game space.

[0008] A method according to one embodiment of the present invention is a method for providing a game that uses player characters included in a game space, which is executed by one or more computers, and comprises the steps of: receiving a predetermined operation on a touch panel in accordance with the satisfaction of predetermined conditions relating to the player characters; and making the player characters appear at a position corresponding to the predetermined operation among a predetermined plurality of positions in the game space. [Effects of the Invention]

[0009] Various embodiments of the present invention achieve good operability in games using player characters. [Brief explanation of the drawing]

[0010] [Figure 1] A schematic diagram showing the configuration of a network including a player terminal 10 according to one embodiment of the present invention. [Figure 2] A diagram illustrating the data items managed by player information table 451. [Figure 3] A diagram illustrating game screen 60. [Figure 4] A diagram illustrating game space 100. [Figure 5] A diagram illustrating the movement path of character 104 in game space 100. [Figure 6] This diagram illustrates the game screen 60 after a certain amount of time has elapsed since the start of a fighting game. [Figure 7] A flowchart illustrating the process executed by the player terminal 10 when a character appears. [Figure 8] This diagram illustrates game screen 60, showing the state where the game is waiting for a player to flick their character's HP when the character's HP reaches 0. [Figure 9] A diagram illustrating the direction of flick gestures. [Figure 10] This diagram illustrates game screen 60, showing the state immediately after character 104 reappears. [Figure 11] This diagram illustrates game screen 60, showing a state where the character is waiting for a flick input from the player who has performed a substitution jutsu. [Modes for carrying out the invention]

[0011] Embodiments of the present invention will be described below with reference to the drawings. In each drawing, the same or similar components may be denoted by the same reference numerals.

[0012] Figure 1 is a schematic diagram showing the configuration of a network including a player terminal 10 according to one embodiment of the present invention. As shown in the figure, the terminal 10 is communicatively connected to a game management server 40 via a communication network 30 such as the Internet. In Figure 1, only one player terminal 10 is shown, but multiple player terminals 10 may be communicatively connected via the server 40 or directly. The terminal 10 provides a game to the user operating the terminal 10. The player terminal 10 is an example of a device that implements all or part of the system of the present invention.

[0013] First, the hardware configuration of the player terminal 10 will be described. The player terminal 10 is configured as a general computer. As shown in FIG. 1, it includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (memory device) 15, and these components are electrically connected via a bus or the like not shown in the figure.

[0014] The computer processor 11 is configured as a CPU, GPU, or the like, reads various programs stored in the storage 15 or the like into the main memory 12, and executes various instructions included in the programs. The main memory 12 is constituted by, for example, DRAM or the like.

[0015] The input / output I / F 13 includes various input / output devices for exchanging information with an operator or the like. The input / output I / F 13 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), a voice input device such as a microphone, and an image input device such as a camera. The input / output I / F 13 also includes an image output device such as a display and a voice output device such as a speaker. In the present embodiment, as shown in the figure, the input / output I / F 13 includes a touch panel 131 as an information input device.

[0016] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination thereof, and is configured to enable wired or wireless communication via a communication network 30 or the like.

[0017] Storage 15 is composed of, for example, a magnetic disk, a flash memory, or the like. Storage 15 stores various programs including an operating system and various data. The programs stored in Storage 15 can be downloaded and installed from an application market or the like. In the present embodiment, Storage 15 stores a game application 20 according to an embodiment of the present invention. The application 20 is an example of a program that implements all or part of the program of the present invention.

[0018] In the present embodiment, the player terminal 10 can be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, a game dedicated terminal, or the like.

[0019] Next, the hardware configuration of the game management server 40 will be described. The game management server 40 is configured as a general computer. As shown in FIG. 1, it includes a computer processor 41, a main memory 42, an input / output I / F 43, a communication I / F 44, and a storage (storage device) 45, and these components are electrically connected via a bus or the like not shown in the figure.

[0020] The computer processor 41 is configured as a CPU or a GPU, etc., reads various programs stored in the storage 45, etc., into the main memory 42, and executes various instructions included in the programs. The main memory 42 is composed of, for example, DRAM or the like.

[0021] The input / output I / F 43 includes various input / output devices for exchanging information with an operator or the like. The input / output I / F 43 includes, for example, information input devices such as a keyboard, a pointing device (e.g., a mouse, a touch panel, etc.), a voice input device such as a microphone, and an image input device such as a camera. The input / output I / F 43 also includes an image output device such as a display and a voice output device such as a speaker.

[0022] The communication interface 44 is implemented as hardware such as a network adapter, various communication software, and a combination thereof, and is configured to enable wired or wireless communication via the communication network 30, etc.

[0023] The storage 45 is composed of, for example, a magnetic disk or flash memory. The storage 45 stores various programs, including the operating system, and various data. For example, the storage 45 has a player information table 451 that manages player information about game players. The storage 45 also stores a server-side program 50. At least a portion of the program 50 can be executed on the player terminal 10 side via a web browser or other application (for example, including a game application 20).

[0024] In this embodiment, the game management server 40 may be configured using multiple computers, each having the hardware configuration described above. For example, the server 40 may be configured by one or more server devices.

[0025] The game management server 40, configured in this way, functions as both a web server and an application server. It responds to requests from a web browser or other application running on the player terminal 10, performing various processes and transmitting screen data (e.g., HTML data) and control data to the player terminal 10 according to the results of those processes. The player terminal 10 displays a web page or other screen based on the received data.

[0026] For example, the player terminal 10 can obtain information about the corresponding player and various data from the game management server 40 in response to the launch of the game application 20. Furthermore, for example, the player terminal 10 can obtain various data from the game management server 40 and transmit the latest player information to the game management server 40 while the game application 20 is running. In this embodiment, the player terminal 10 can also be configured to provide the game without communication with the game management server 40.

[0027] Next, the functions of the player terminal 10 and the game management server 40 configured in this way will be described. As shown in Figure 1, the computer processor 11 of the player terminal 10 is configured to function as a game progress control unit 111 by executing instructions contained in a program (for example, at least a part of the game application 20) loaded into the main memory 12.

[0028] The game progress control unit 111 is configured to perform various processes related to controlling the progress of the game in this embodiment. For example, the game progress control unit 111 is configured to generate and display various screen images related to the game. Also, for example, the game progress control unit 111 is configured to perform various calculations to advance the game. For example, the game progress control unit 111 performs various calculations to advance the game in response to operation input to the touch panel 131, etc., and generates and displays screen images according to the calculation results. Also, for example, the game progress control unit 111 performs various calculations to advance the game based on operation input information from another player terminal 10 transmitted from that other player terminal 10.

[0029] The game in this embodiment is configured as a game that uses player characters included in the game space. Such a game can be configured as various types of games featuring one or more characters, and may be configured as, for example, a combat game in which characters fight (including, for example, a fighting game), an action game, a puzzle game, or an RPG.

[0030] As shown in Figure 1, the computer processor 41 of the game management server 40 is configured to function as a management function control unit 411 by executing instructions contained in a program (for example, at least a part of the server-side program 50) loaded into the main memory 42.

[0031] The management function control unit 411 is configured to perform various processes related to the control of the game's management functions in this embodiment. For example, the management function control unit 411 transmits screen data and control data for various screens related to the management functions to the player terminal 10, performs various processes in response to player input via the screens displayed on the player terminal 10, and transmits screen data and control data to the player terminal 10 according to the results of those processes. Functions controlled by the management function control unit 411 include, for example, login processing (user authentication), billing control, player matching processing, and player management (for example, updating the player information table 451).

[0032] In this embodiment, the game progress control unit 111 of the player terminal 10 is configured to accept a predetermined operation on the touch panel 131 in accordance with the fulfillment of predetermined conditions relating to the player character. For example, during gameplay, the game progress control unit 111 monitors whether the predetermined conditions are met, and when it determines that the predetermined conditions are met, it waits for a predetermined time for the predetermined operation to be performed on the touch panel 131.

[0033] Furthermore, the game progress control unit 111 is configured to make the player character appear at a position corresponding to the received predetermined operation from among a predetermined number of positions in the game space. For example, when the game progress control unit 111 detects the predetermined operation on the touch panel 131 while waiting for the predetermined operation, it identifies one position from among the predetermined number of positions based on the predetermined operation and displays (places) the player character at the identified position.

[0034] Thus, the game provided by the player terminal 10 of this embodiment is configured such that, depending on the satisfaction of predetermined conditions, a player character appears at a position corresponding to a predetermined operation on the touch panel 131 among a predetermined number of positions in the game space. This configuration helps to achieve good operability when playing games using player characters via touch panel operation.

[0035] The game in this embodiment can be configured as a game using multiple characters, including a player character. In this case, the predetermined multiple positions (candidate positions for the player character to appear depending on whether predetermined conditions are met) can be configured to include the initial placement position of each of these multiple characters (the position where they are placed at the start of the game). Such a configuration makes it possible to easily make the player character appear at any of the initial placement positions of each of the multiple characters.

[0036] In this embodiment, the predetermined operation accepted in response to the satisfaction of the above predetermined conditions may include various types of operations (touch operations) on the touch panel 131. For example, the predetermined operation may include single-tap operations, double-tap operations, long-tap operations, flick operations, and slide operations. For example, the game progress control unit 111 may be configured to make a player character appear at a position corresponding to the direction of the predetermined operation (e.g., a flick operation or a slide operation). For example, the player character appears at a first position when the direction of the predetermined operation is a first direction, and appears at a second position when the direction of the predetermined operation is a second direction. Such a configuration makes it possible to select the position in which the player character appears depending on the direction of the predetermined operation.

[0037] Furthermore, the game progress control unit 111 may be configured to make the player character appear at the position in the game space where the predetermined conditions were met if the predetermined operation is not performed when the predetermined conditions are met. Alternatively, the game progress control unit 111 may be configured to make the player character appear at the position in the game space where the corresponding player character was initially placed, among a plurality of predetermined positions, when the predetermined operation is not performed when the predetermined conditions are met. Such a configuration helps to make the player character reappear in a favorable position when the predetermined operation is not performed.

[0038] Furthermore, in combat games (including fighting games) where characters fight each other, the game progress control unit 111 may be configured to make the player character appear at a position in the game space corresponding to a predetermined operation received when predetermined conditions are met, and then make the player character in a state where it cannot take damage (including an invincible state) for a predetermined period of time. Such a configuration provides good operability when making the player character reappear in combat games.

[0039] In this embodiment, the predetermined conditions include various conditions relating to the player character. For example, the predetermined conditions include conditions that are satisfied when the player character reaches a predetermined state. For example, the predetermined state includes a state in which the value of a predetermined parameter possessed by the player character is a predetermined value or within a predetermined range. This configuration provides good operability when identifying the position in which to make the player character appear when it reaches a predetermined state.

[0040] For example, the above predetermined conditions may include a first condition that is satisfied when a player character is defeated (including when their HP becomes 0) in a combat game where characters fight against each other. Furthermore, in this case, the system may be configured to decrease predetermined parameters associated with the corresponding player (including life, various points, and score, etc.) in response to the satisfaction of the first condition. Such a configuration provides good operability when identifying the location (respawn point) where a defeated player character will reappear in a combat game.

[0041] In this embodiment, the above predetermined conditions may include conditions that are satisfied in response to the execution of a predetermined action by the player character. For example, the predetermined action may be performed with the consumption of a predetermined item (including points, etc.). This configuration provides good operability when determining the position in which the player character will appear in response to the execution of the predetermined action.

[0042] For example, the aforementioned predetermined action may include an action to reduce damage from an enemy character in a combat game where characters fight against each other. This configuration provides good operability in determining the position where the player character will appear in response to the execution of an action to reduce damage from an enemy character in a combat game.

[0043] Next, a specific example of a player terminal 10 having such functionality will be described. In this example, the player terminal 10 provides a fighting game in which characters battle each other. The fighting game in this example is played with four characters, and these four characters may include player characters controlled by real players as well as non-player characters controlled by the computer. The following description will be of a battle royale-style fighting game in which all (three) characters other than the player's own character are enemy characters, but other formats such as team battles in which the four characters are divided into two teams and compete against each other may also be applied.

[0044] Figure 2 illustrates the data items managed by the player information table 451 in this example. In this example, the player information table 451 manages information about the game's players and, as shown in the figure, associates data items such as "basic information" including account name, gender, and date of birth, and "level" which increases as the player wins in the fighting game, with "player accounts" that identify individual players.

[0045] In this example, a player who wishes to play a fighting game requests a matchmaking service from the game management server 40 via the player terminal 10 to find other players to play the fighting game with. The server 40 (management function control unit 411) then matches players from among those waiting to play the fighting game. The matchmaking is performed, for example, based on each player's level (for example, matching players with similar levels). When multiple matched players play the fighting game, each player terminal 10 is connected to communicate directly using a P2P method, and the game's progress is controlled at each player terminal 10 based on the player's own input as well as input information received from other players' player terminals 10.

[0046] Figure 3 illustrates a game screen 60 for playing a fighting game in this example. This screen 60 is displayed on the player terminal 10 after matching with other players. As shown in the figure, the game screen 60 displays the game space 100 where combat between characters takes place across the entire screen area. The game screen 60 also has an information display area 62 located at the top of the screen that displays various information, and a skill attack instruction area 64 located in the lower right corner of the screen that instructs the execution of skill attacks. These areas 62 and 64 are displayed superimposed on the game space 100.

[0047] The information display area 62 has a single first indicator 621 on the left that displays the status of the player's own character, and three second indicators 622 on the right that display the status of other characters. The second indicators 622 are shorter in the left-right direction than the first indicator 621. The first and second indicators 621 and 622 each display the HP (Hit Points) status (degree of decrease from the maximum value) on their left half, and the SP (Skill Points) status (degree of decrease from the maximum value) on their right half. In this example, when HP decreases, the maximum value (upper limit) of SP increases.

[0048] Furthermore, the information display area 62 displays the fighting point value (number of points) of the corresponding character above the first and second indicators 621 and 622, respectively. In addition, the area 62 displays the remaining time of the fighting game in its lower right corner (in the example in Figure 3, it displays "180 seconds remaining").

[0049] In the skill attack command area 64, one ultimate skill object 641 for instructing the character to execute an ultimate skill is located in the lower right corner, and three normal skill objects 642 for instructing the character to execute normal skills are located above, to the upper left, and to the left of the ultimate skill object 641, respectively.

[0050] Figure 4 illustrates the game space 100 in this example. In this example, the game space 100 is configured as a three-dimensional virtual space and, as shown in the figure, has a ground 102, four characters 104, and a player display object 106 located above each character 104, which has an inverted triangular shape and displays the corresponding player information (one of 1P to 4P). The object 106 follows the corresponding character 104 in accordance with the movement of the character 104. Each character 104 is selected by each player from a set of pre-configured characters. Furthermore, if the same type of character is selected by multiple players, the character's design, including its color, is changed to be different from each other so that it can be distinguished.

[0051] Furthermore, in this example, the game space 100 has a movement path set for the character 104. Specifically, as illustrated in Figure 5, the game space 100 has a first line 1021 that extends linearly from left to right on the near side of the ground 102, and a second line 1022 that extends linearly from left to right on the far side of the ground 102, as movement paths for the character 104. The character 104 can move from left to right along each of these first and second lines 1021 and 1022, and can also move between these first and second lines 1021 and 1022.

[0052] Furthermore, in this example, the game space 100 has positions set for the initial placement of four characters 104 at the start of the fighting game. Specifically, as illustrated in Figure 5, the initial position IP1 where the first character 104 (1P) is initially placed is set to the left of the first line 1021 on the near side, the initial position IP2 where the second character 104 (2P) is initially placed is set to the left of the second line 1022 on the far side, the initial position IP3 where the third character 104 (3P) is initially placed is set to the right of the first line 1021 on the near side, and the initial position IP4 where the fourth character 104 (4P) is initially placed is set to the right of the second line 1022 on the far side.

[0053] In this example, when the fighting game starts, the player controls the actions of the corresponding character 104 through operations on the touch panel 131 of the player terminal 10. For example, the character 104 moves in response to operations on areas of the game screen 60 other than the information display area 62 and the skill attack instruction area 64. Specifically, for example, the character 104 walks in the direction of a left-right slide operation in the other areas, runs (dashes) in the direction of a left-right flick operation, and moves to the first or second line 1021, 1022 located in the direction of an up-down flick operation (changes lines).

[0054] Furthermore, for example, character 104 performs physical attacks in response to operations on the aforementioned "other" area within the entire screen area of ​​game screen 60. Specifically, for example, character 104 performs a first physical attack in response to a single tap operation in the aforementioned "other" area, and a second physical attack with greater attack power than the first physical attack in response to a double tap operation. The second attack has a larger motion compared to the first attack, making it more susceptible to counterattacks. When such a physical attack is performed, an attack check is performed on the character and / or enemy characters within the attackable range corresponding to the type of attack. If the attack is determined to hit, the corresponding damage is dealt to the enemy character. The HP of the damaged character decreases by an amount equivalent to the damage dealt.

[0055] Furthermore, for example, character 104 performs a skill attack in response to an operation on the skill attack instruction area 64. Specifically, for example, character 104 performs a special skill attack by a single tap operation on the special skill object 641, and performs a normal skill attack by a single tap operation on the normal skill object 642. When such a skill attack is performed, an attack check is performed on the character and / or enemy characters within the attackable range corresponding to the type of attack. If the attack is determined to hit, the corresponding damage is dealt to the enemy character. The HP of the damaged character decreases by an amount equivalent to the damage dealt. Also, the SP of the character who performed the skill attack decreases by an amount corresponding to the type of skill attack.

[0056] Figure 6 illustrates a game screen 60 after a certain amount of time has elapsed since the start of the fighting game. In this state, as shown in the figure, the displays of the first and second indicators 621 and 622 change according to the changes in the HP and SP of each character 104. In addition, the remaining time display in the lower right corner of the information display area 62 is updated as time passes.

[0057] In this example fighting game, when any character's HP reaches 0 (they are defeated, they enter a death state), the fighting points of the players involved are updated. Specifically, the fighting points of the player whose character's HP reached 0 (the one who was defeated) decrease by a predetermined number of points (for example, 1 point), and the fighting points of the player whose character defeated (killed) that character's HP increase by a predetermined number of points (for example, 1 point).

[0058] In this example of a fighting game, a character whose HP reaches 0 will revive (reappear, respawn) at a position determined by the player's input. Figure 7 is a flowchart illustrating the process executed by the player terminal 10 of a player whose character's HP reaches 0.

[0059] When the HP of the corresponding player's own character reaches 0, the player terminal 10 waits for a predetermined time (for example, 3 seconds) to elapse before a flick operation can be performed, as shown in the diagram (NO in step S110 and NO in step S120).

[0060] Figure 8 illustrates a game screen 60 in a state where the game is waiting for a flick input from a player whose character's HP has reached 0. In this state, as shown in the figure, the entire screen area of ​​the game screen 60 is darkened, and a remaining time display object 66 is placed in the lower right corner, showing the remaining time for a predetermined waiting period (waiting time) for the flick input. In this state, the game screen 60 waits for a flick input at any position in the entire screen area other than the object 66. Even while waiting for a flick input, the passage of time in the game space 100 (the progress of the fighting game) continues, and the display of the game space 100 on the darkened game screen 60 continues.

[0061] In the remaining time display object 66, the remaining time is displayed in the format "3 seconds until revival". Also, on the game screen 60, overlaid on the blacked-out screen, the text "Flick in the direction you want to revive!" is displayed along with four arrows pointing to the upper right, lower right, lower left, and upper left respectively. In this way, when the character's HP reaches 0 and the game screen 60 is waiting for a flick input from the player, it prompts the player to flick and displays a countdown of the remaining waiting time.

[0062] Returning to the flowchart in Figure 7, if a flick operation is performed before the predetermined time (waiting time) has elapsed (YES in step S110), the player terminal 10 makes the character reappear at the position corresponding to the flick operation, as shown in the figure (step S130). Specifically, the position where the character reappears is one of the initial placement positions of each of the four characters, corresponding to the direction of the flick operation.

[0063] For example, if the flick operation is in the upper right direction (specifically, within the range of 1 to 90 degrees clockwise, with 12 o'clock being 0 degrees), character 104 will reappear at the initial position IP4 on the right side of the second line 1022 in game space 100; if the flick operation is in the lower right direction (specifically, within the range of 91 to 180 degrees clockwise), character 104 will reappear at the initial position IP3 on the right side of the first line 1021 in game space 100; if the flick operation is in the lower left direction (specifically, within the range of 181 to 270 degrees clockwise), character 104 will reappear at the initial position IP1 on the left side of the first line 1021 in game space 100; and if the flick operation is in the upper left direction (specifically, within the range of 271 to 360 degrees clockwise), character 104 will reappear at the initial position IP2 on the left side of the second line 1022 (see Figure 5).

[0064] Furthermore, the position where the player character reappears is determined based on the direction of the flick operation, regardless of the starting point of the flick operation. For example, in the game screen 60 illustrated in Figure 9, if the direction of the flick operation from the starting point BP (i.e., the end point of the flick operation) is in the upper right area UR, the position where character 104 reappears will be the initial position IP4 in the upper right. Similarly, if the direction of the flick operation is in the lower right area LR, it will be the initial position IP3 in the lower right. If the direction of the flick operation is in the lower left area LL, it will be the initial position IP1 in the lower left. If the direction of the flick operation is in the upper left area UL, it will be the initial position IP2 in the upper left.

[0065] Returning to the flowchart in Figure 7, if a predetermined time elapses without a flick operation being performed (YES in step S120), the player terminal 10 makes the character reappear in its original position, as shown in the figure (step S140). Specifically, the character reappears in the position where its HP became 0 (it was defeated). In other examples of this embodiment, if a predetermined time elapses without a flick operation being performed, the character reappears in a position other than its original position, for example, in the position where the character was initially placed at the start of the fighting game.

[0066] When a character reappears, their HP and SP are fully restored, and they are also set to an invincible state. Invincible characters, for example, are not targeted by attacks from other characters and do not take damage.

[0067] Figure 10 illustrates the game screen 60 immediately after character 104 reappears at the initial position IP3 on the right side of the first line 1021 in the game space 100. In this state, character 104 is displayed in a blinking state, and as shown by the first indicator 621, the HP and SP of the corresponding character (1P) are fully restored. The blinking state of character 104 continues as long as character 104 is invincible, and each player can recognize that the corresponding character 104 is invincible by this blinking.

[0068] A character's invincibility state is removed when the conditions for removing that invincibility state are met. Specifically, these conditions include the passage of a predetermined amount of time (for example, 1 second) and the character performing an attack while invincible.

[0069] Furthermore, in this example fighting game, it is possible to perform consecutive physical attacks (combos), and a character currently under continuous attacks from another character can perform a "substitution technique" to nullify the ongoing attacks (reducing damage to 0) if certain conditions are met. Specifically, these conditions include the number of consecutive attacks (combo count) being equal to or greater than a certain value (for example, 16 times).

[0070] When the specified conditions are met, and a long tap is performed on any area of ​​the game screen 60 other than the information display area 62 and the skill attack instruction area 64, the substitution technique is executed, and the ongoing continuous attack is nullified. Executing the substitution technique consumes a corresponding amount of SP (the SP of the character who performed the substitution technique decreases).

[0071] Furthermore, in this example of a fighting game, the character who performs the substitution jutsu can reappear in a position determined by the player's input, just like the character whose HP reaches 0 as mentioned above.

[0072] Specifically, as illustrated in Figure 7, when the player's own character performs a substitution jutsu, the player terminal 10 waits for a predetermined time (for example, 1 second) to elapse before a flick operation can be performed (NO in step S110 and NO in step S120).

[0073] Figure 11 illustrates a game screen 60 in which the character is waiting for a flick input from the player who has performed the substitution jutsu. In this state, as shown in the figure, a log-shaped object 108 that appears in the smoke is displayed in place of the character 104 that performed the substitution jutsu (the character "1P" in the example of Figure 11). This object 108 disappears when the corresponding character 104 reappears.

[0074] In this state, the game screen 60 waits for a flick input on any area of ​​the screen 60 other than the information display area 62 and the skill attack instruction area 64. Note that, similar to when a character's HP reaches 0, even while waiting for a flick input, time continues to progress in the game space 100 (the game progresses), and the display of the game space 100 on the game screen 60 continues.

[0075] Then, as illustrated in Figure 7, if a flick operation is performed before a predetermined time has elapsed (YES in step S110), the player terminal 10 makes the character reappear at the position corresponding to the flick operation (any of the initial positions IP1 to IP4) (step S130). However, if a predetermined time has elapsed without a flick operation being performed (YES in step S120), the player terminal 10 makes the character reappear at its original position (the position of character 104 when the substitution technique was performed (the position where the log-shaped object 108 is displayed)) (step S140). The reappearing character is set to an invincible state. As described above, the invincible character 104 is displayed in a blinking state, and the character's invincibility state is released when the conditions for releasing the invincibility state are met.

[0076] In this way, the four characters (104) attack each other, and when the remaining time in the fighting game reaches 0, the fighting game ends and the results are determined. In this example, the ranking of the four characters is determined based on their fighting point values ​​(number of points). If the fighting point values ​​are the same, the ranking is determined based on the total damage dealt.

[0077] In the example above, the position where the character reappears was set to one of the initial placement positions (initial positions IP1-4) for each of the four characters, corresponding to the direction of the flick operation. However, in addition to or instead of the initial placement positions, other positions in the game space 100 can also be considered as candidates for the position where the character reappears.

[0078] In the example above, the character reappears at a position determined by the player's flick input when the character's HP reaches 0 or when the character performs a substitution jutsu. However, instead of these two cases, or in addition to them, the character may also reappear at a position determined by the player's flick input in other cases (for example, when the value of a parameter other than HP falls within a predetermined range, or when an action other than the substitution jutsu is performed).

[0079] In the example described above, the character was made to reappear at a position based on the direction of the flick operation. However, the position where the character reappears may also be determined based on other operations on the touch panel 131. For example, the character may reappear at a position based on the direction of the slide operation. Alternatively, the position where the character reappears may be determined based on, for example, the position of a tap operation.

[0080] In the example described above, a fighting game was used as an example, but in other examples of this embodiment, in various types of games other than fighting games, the system controls the position at which the character reappears based on operations on the touch panel 131, such as flicking, at various timings when the character reappears.

[0081] The game provided by the player terminal 10 according to the above embodiment is configured such that, in response to the fulfillment of predetermined conditions (for example, when a character's HP becomes 0, or when a character performs a substitution jutsu), the player character 104 appears at a position corresponding to a predetermined operation on the touch panel 131 (for example, a position corresponding to the direction of a flick operation) among a predetermined number of positions in the game space 100 (for example, initial positions IP1 to IP4 where the four characters are initially placed). This configuration helps to achieve good operability when playing a game using a player character via touch panel operation.

[0082] In another embodiment of the present invention, some or all of the functions of the game progress control unit 111 of the player terminal 10 in the above-described embodiment may be realized by the cooperation of the player terminal 10 and the game management server 40, or by the game management server 40 alone. For example, when the functions of the game progress control unit 111 are realized by the game management server 40, the player terminal 10 may be configured to display video (images corresponding to the game's progress) provided from the game management server 40 (for example, in streaming format), and to receive and forward player input to the server 40 (transmission of input information). Games with such a configuration are sometimes called cloud games.

[0083] The processes and procedures described herein can be implemented by software, hardware, or any combination thereof, in addition to those explicitly described herein. For example, the processes and procedures described herein can be implemented by implementing the logic corresponding to those processes and procedures on a medium such as an integrated circuit, volatile memory, non-volatile memory, or magnetic disk. Furthermore, the processes and procedures described herein can be implemented as computer programs corresponding to those processes and procedures and executed by various types of computers.

[0084] Even if a process or procedure described herein is described as being performed by a single device, software, component, or module, such process or procedure may be performed by multiple devices, multiple software programs, multiple components, and / or multiple modules. Furthermore, the software and hardware elements described herein can also be realized by integrating them into fewer components or by decomposing them into more components.

[0085] In this specification, where a component of the invention is described as either one or more, or without limitation to either one or more, such component may be either one or more, unless the context should be otherwise interpreted. [Explanation of Symbols]

[0086] 10 Player devices 11 Computer Processors 111 Game Progress Control Unit 13 Input / Output Interfaces 131 Touch Panel 15 Storage 20 Game Applications 40 Game Management Servers 41 Computer Processors 411 Management Function Control Unit 45 storage 451 Player Information Table 50 Server-side programs 60 Game Screens 100 Game Spaces 102 Ground 1021 Line 1 1022 Line 2 104 characters IP1~4 Initial position

Claims

1. A program for providing a game that uses player characters contained in a game space, which is for a computer, In response to a first operation on the touch panel, the steps include displaying a specific object in place of the player character to neutralize attacks from other player characters, The steps include making the player character appear in accordance with the elapsed time, The player character appears, and the player character is made to perform the step of hiding the specific object. The step of making the player character appear involves making the player character appear at a position corresponding to a second operation on the touch panel before the predetermined time has elapsed. program.

2. The step of displaying the specific object involves consuming a parameter or item set for the player character in response to the first operation. The program according to claim 1.

3. The second operation is a flick operation and / or a slide operation. The program according to claim 1.

4. A system comprising one or more computer processors for providing a game that uses player characters included in a game space, The one or more computer processors, in response to the execution of a readable instruction, In response to a first operation on the touch panel, the steps include displaying a specific object in place of the player character to neutralize attacks from other player characters, The steps include making the player character appear in accordance with the elapsed time, The steps of hiding the specific object in response to the appearance of the player character are performed, The step of making the player character appear involves making the player character appear at a position corresponding to a second operation on the touch panel before the predetermined time has elapsed. system.

5. A method for providing a game that is executed by one or more computers and uses player characters included in a game space, In response to a first operation on the touch panel, the steps include displaying a specific object in place of the player character to neutralize attacks from other player characters, The steps include making the player character appear in accordance with the elapsed time, The system includes the step of hiding the specific object in response to the appearance of the player character, The step of making the player character appear involves making the player character appear at a position corresponding to a second operation on the touch panel before the predetermined time has elapsed. method.

6. A terminal device for providing a game that uses player characters included in a game space, A means for displaying a specific object in place of the player character to neutralize attacks from other player characters in response to a first operation on the touch panel, A means for making the player character appear in accordance with the elapsed time, The system includes means for hiding a specific object in response to the appearance of the player character, The means for making the player character appear involves making the player character appear at a position corresponding to a second operation on the touch panel before the predetermined time has elapsed. Terminal device.