Game Program
The game program promotes team competition by allowing player characters to change form and interact with gimmick objects, enhancing strategic cooperation to defeat a boss enemy character, addressing the imbalance in existing games that focus on character battles over team competition.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NHN PLAYART
- Filing Date
- 2025-06-20
- Publication Date
- 2026-05-27
AI Technical Summary
Existing games often emphasize battles between player characters rather than competition between player teams, neglecting strategic team cooperation and competition as a primary determinant of victory.
A game program that includes a first player team with player characters that can change form when reaching a predetermined game point value, introduces enemy characters that can only be damaged in a specific form, and incorporates gimmick objects that activate mechanisms upon conditions met, promoting team cooperation and strategy to defeat a boss enemy character.
Enhances team competition by requiring strategic cooperation within player teams to defeat a boss enemy character, providing a new gameplay experience that emphasizes team strategy and cooperation.
Smart Images

Figure 0007866669000001_ABST
Abstract
Description
Technical Field
[0001] One embodiment of the present invention relates to a game program.
Background Art
[0002] In recent years, not only stationary information processing terminals but also portable information processing terminals allow each of a plurality of players to enjoy a game in which they operate player characters arranged in a virtual space via a network. For example, there is a known game in which a plurality of player characters are divided into two player teams and a victory or defeat is determined between the player teams (see, for example, Patent Document 1 and Patent Document 2).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] In many games where victory or defeat is determined between player teams, battles are conducted by player characters. In this case, the battle between the player characters of the ally player team and the player characters of the opponent player team becomes the purpose of the game, and in many cases, the battle by player characters is emphasized more than the competition between player teams.
[0005] One object of one embodiment of the present invention is to provide a game program related to a new game in which victory or defeat is determined by competition between player teams constituting a plurality of player characters.
Means for Solving the Problems
[0006] A game program according to one embodiment of the present invention includes a first player team comprising a plurality of player characters that can be controlled by the player, and places a first player character and a second player character, each in a first form, in a game field which is a virtual space. When predetermined conditions are met, the program increases the game points, which are parameters set for each of the first and second player characters. When the game points of the first player character reach a predetermined set value, the program causes the computer to change the first player character from its first form to its second form based on predetermined operations by the first player controlling the first player character, and to place a first enemy character that cannot be damaged by the player character in its first form.
[0007] The first enemy character may be placed on the game field after a predetermined amount of time has elapsed since the first player character and the second player character were placed on the game field.
[0008] When the first player character, which is the second form, attacks the first enemy character, the first enemy character may take damage.
[0009] The predetermined condition may be that either the first player character or the second player character activates a mechanism of a gimmick object placed within the game field.
[0010] When the first player touches the gimmick object, the mechanism of the gimmick object may be activated.
[0011] The game program may further place a second enemy character associated with the gimmick object near the gimmick object in the game field, and the mechanism of the gimmick object may be activated when either the first player character or the second player character defeats the second enemy character.
[0012] The game program may further place a second enemy character associated with the gimmick object near the gimmick object in the game field, and after either the first or second player character defeats the second enemy character, the mechanism of the gimmick object may be activated when either the first or second player character approaches the gimmick object within a predetermined distance.
[0013] The game program may further include a third player character and a fourth player character, each belonging to a second player team distinct from the first player team, and each being in its first form, placed within the game field. The first enemy character may also be assigned a first durability value associated with the first player team and a second durability value associated with the second player team.
[0014] The first durability value may decrease due to attacks on the first enemy character by the first player character and the second player character of the first player team, and the second durability value may decrease due to attacks on the first enemy character by the third player character and the fourth player character of the second player team.
[0015] When either the first durability value or the second durability value becomes zero, it may be indicated that the player team associated with the first durability value or the second durability value is the winning team.
[0016] If neither the first nor the second durability value reaches zero within the set time, it may be indicated that both the first and second player teams are the losing teams.
[0017] When the first player character defeats the third player character, the game program may add the game points possessed by the third player character at that time to the game points possessed by the first player character.
[0018] A part of the game points possessed by the third player character may be added to the game points possessed by the second player character.
Effect of the Invention
[0019] According to the game program according to an embodiment of the present invention, it is possible to provide a new game in which player teams constituting a plurality of player characters compete with each other. In this game, competition between player teams can be promoted by setting as the victory condition for the player team to defeat the boss enemy character arranged in the game field earlier. Also, in this game, various game elements are provided before or during the battle with the boss enemy character, and it is required to strategically defeat the boss enemy character while cooperating within the friendly player team. Therefore, in the game provided by the game program according to an embodiment of the present invention, while competing between player teams, it is possible to enjoy the cooperation and strategy within the player team.
Brief Description of the Drawings
[0020] [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 schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 12] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 13] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 14] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 15] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 16] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 17] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 18] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 19] It is a flowchart for explaining game progress processing executed by a game program according to an embodiment of the present invention. [Figure 20]This is a flowchart illustrating the game progression process executed in a game program relating to one embodiment of the present invention. [Figure 21] This is a flowchart illustrating the game progression process executed in a game program relating to one embodiment of the present invention. [Figure 22] This is a flowchart illustrating the game progression process executed in a game program relating to one embodiment of the present invention. [Figure 23] This is a flowchart illustrating the game progression process executed in a game program relating to one embodiment of the present invention. [Figure 24] This is a flowchart illustrating the game progression process executed in a game program relating to one embodiment of the present invention. [Figure 25] This is a flowchart illustrating the game progression process executed in a game program relating to one embodiment of the present invention. [Figure 26] This is a flowchart illustrating the game progression process executed in a game program relating to one embodiment of the present invention. [Figure 27] This is a schematic diagram illustrating the calculation process when a game program relating to one embodiment of the present invention is executed. [Figure 28] This is a schematic diagram illustrating the calculation process when a game program relating to one embodiment of the present invention is executed. [Modes for carrying out the invention]
[0021] 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.
[0022] To clarify the explanation, drawings may schematically represent width, thickness, or shape, etc., compared to the actual embodiment. Furthermore, in drawings, components with the same or similar functions are given the same reference numeral or a reference numeral followed by an alphabet letter, and repeated explanations of such components are omitted.
[0023] In this specification and in the claims, each term is defined as follows:
[0024] 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.
[0025] "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.
[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. A game program can be installed on the communication device 100. When the game program installed on the communication device 100 is executed, a game is provided in which the player can control a player character placed in a virtual space.
[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 and parameters necessary for the execution of those programs. 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 player character operated 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, player character movement operations, attack operations, or skill activation operations. 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. The game progress processing includes, for example, processes to move the player character in response to various operations of the player character, and processes to generate game images according to the progress of the game, but the details of the game progress processing will be described later.
[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 28.
[0070] [2-1. Game Overview] First, an overview of the game that a player can play by executing the game program according to this embodiment will be described. According to the game program according to this embodiment, it is possible to provide a game in which a player controls player characters placed in a game field, which is a virtual space. Specifically, the game provided by the game program according to this embodiment is a game in which the winner is determined by a competition between player teams, in which a first player team (hereinafter sometimes referred to as the "ally player team"), composed of player characters that can be controlled by the player, and a second player team (hereinafter sometimes referred to as the "opponent player team"), composed of player characters that can be controlled by other players, is determined by the player team that defeats the boss enemy character placed in the game field faster. Competition between player teams can be promoted by having the first player team and the second player team aim to defeat the same boss enemy character faster. Each of the first player team and the second player team consists of at least two or more player characters. The first player team cannot win by defeating all of the player characters that make up the second player team; as mentioned above, victory is achieved by defeating the boss enemy character faster than the second player team.
[0071] [2-2. Game Structure] Next, the configuration of the game provided by the game program according to this embodiment will be described with reference to game images. The game images are images (still images or videos, etc.) that are displayed on the display unit 103 of the communication device 100 when the game program is executed.
[0072] Figures 6 to 18 are schematic diagrams showing game image GI when a game program according to one embodiment of the present invention is executed. Here, the game image GI in Figures 6 to 18 is an image displayed on the display unit 103 of a communication device 100 used by a player who operates player character PC-A1, which is one of the multiple player characters that make up the first player team.
[0073] [2-2-1. Player Teams] The game image GI in Figure 6 is an example of an image displayed on the display unit 103 of the communication device 100 before a match between player teams (hereinafter referred to as "team match"). Before a team match, player character matching and player team formation are performed. The game image GI in Figure 6 displays some of the player character information (hereinafter referred to as "player character information") that makes up the first player team and the second player team, respectively. Specifically, the game image GI in Figure 6 displays the player character names ("A1", "A2", "A3", "B1", "B2", and "B3" in the figure) and profile images as player character information for the player characters CH-A1, CH-A2, and CH-A3 that make up the first player team, and the player characters CH-B1, CH-B2, and CH-B3 that make up the second player team. In the following, when player characters CH-A1, CH-A2, CH-A3, CH-B1, CH-B2, and CH-B3 are not specifically distinguished, they may be described simply as player characters without the use of symbols.
[0074] Furthermore, the game image GI in Figure 6 displays the total team combat power as information for both the first and second player teams. The total team combat power is a numerical value representing the strength of each player team, calculated based on the parameters of the player characters that make up each player team. In forming player teams, player characters are basically matched based on the total team combat power, but this is not the only way.
[0075] Note that while the game image GI in Figure 6 shows a player team consisting of three player characters, the number of player characters in a player team is not limited to three. A player team may consist of two or more player characters. Furthermore, the number of player characters in the first player team and the number of player characters in the second player team may be the same or different.
[0076] [2-2-2. Player Character] Player characters have parameters such as level, durability, attack value, defense value, movement speed, attack range, attack area, and experience points. Parameters represent the strength of the player character, and some of the parameter values are used to calculate the amount of damage dealt in combat. Parameters are not limited to those mentioned above; for example, agility may be included as a parameter. Parameters may also include some of the level, durability, attack value, defense value, movement speed, attack range, attack area, and experience points. In addition to the values set for the player character before a team match, parameters also include values that can be increased or decreased during a team match, such as game points, which will be described later.
[0077] Level and experience points represent information indicating the growth of the player character. When experience points reach a predetermined value, the player character's level increases, allowing them to increase the values of other parameters. In other words, the higher the level, the greater the growth of the player character. The predetermined value for experience points may be set for each level.
[0078] Durability is a numerical value that represents the durability of the player character. It decreases when the player character takes damage in battle, and when durability reaches zero, the player character becomes incapacitated.
[0079] The attack value is a numerical value that represents the attack power of the player character. A higher attack value means that the amount of damage dealt by the player character's attacks will be greater.
[0080] The defense value is a numerical value that represents the defensive strength of the player character. A higher defense value means that the amount of damage the player character receives from attacks will not be reduced.
[0081] Movement speed is a numerical value that represents how fast the player character moves within the game field. A higher movement speed allows the player character to reach a designated location more quickly.
[0082] Attack range is a numerical value that represents the distance a player character's attacks can reach. A higher attack range means the player character can attack from a distance.
[0083] The attack range is a numerical value that represents the size of the area that the player character can attack. A larger attack range allows you to attack multiple enemies simultaneously.
[0084] Depending on the combination of parameters, player characters can take on various roles within the player team, such as attackers with high attack values or tanks with high defense or durability values.
[0085] Each player character is pre-configured with information regarding skills that can be activated within the game field (hereinafter referred to as "skill information"). The game image GI in Figure 6 displays the skill information for each of the player characters CH-A1, CH-A2, and CH-A3 of the first player team. During a team battle, player character CH-A1 will work in cooperation with the other player characters CH-A2 and CH-A3 of the allied player team to defeat the boss enemy character. If the player controlling player character CH-A1 can visually check the skill information of player characters CH-A2 and CH-A3 before the team battle, they can strategically consider the order and timing of skill activation during the team battle. Therefore, it is preferable that the game image GI in Figure 6 displays the skill information for the allied player characters CH-A1, CH-A2, and CH-A3 before the team battle. On the other hand, the game image GI in Figure 6 does not display the skill information of the opposing player's team's player characters CH-B1, CH-B2, and CH-B3. By hiding the skill information of player characters CH-B1, CH-B2, and CH-B3, it becomes impossible to know what skills player characters CH-B1, CH-B2, and CH-B3 will activate during a team match, thus adding an element of surprise to the game and enhancing its gameplay. However, in the game program according to this embodiment, it is also possible to configure it to display the skill information of the opposing player's team's player characters CH-B1, CH-B2, and CH-B3.
[0086] [2-2-3. Basic Configuration of Game Image GI During Team Matches] The game images GI in Figures 7 to 18 are examples of images displayed on the display unit 103 of the communication device 100 during a team match. For convenience, the following explanation assumes that the player character CH-A1 is controlled by touch.
[0087] The game image GI in Figure 7 displays the player character CH-A1, the enemy character CH-C, and the gimmick object OB-G. The player character CH-A1 is a character placed in the game field, which is a virtual space, and can be controlled by the player. The enemy character CH-C is a character placed in the game field and controlled by a predetermined algorithm defined by the game program. The enemy character CH-C is a different enemy character from the boss enemy character, and is a so-called weak enemy character, weaker than the boss enemy character. The enemy character CH-C may be multiple enemy characters of different types. The gimmick object OB-G is an object placed in the game field that, when certain conditions defined by the game program are met, activates a mechanism that affects the progress of the game. Multiple gimmick objects OB-G are placed in different areas within the game field.
[0088] In the game program according to this embodiment, the player character CH-A1 operates in real time in conjunction with the player's touch operation, moving around the game field or attacking the enemy character CH-C (see Figures 8 and 9). The game image GI in Figure 8 shows the player character CH-A1 performing a movement action in response to a touch operation at touch position T1. For example, touch position T1 is any position in the game field that does not overlap with the enemy character CH-C. When the player performs a touch operation at touch position T1, the player character CH-A1 can move toward touch position T1. The game image GI in Figure 9 shows the player character CH-A1 performing an attack action in response to a touch operation at touch position T2. For example, touch position T2 is a position that overlaps with the enemy character CH-C. When the player performs a touch operation at touch position T2, the player character CH-A1 can attack the enemy character CH-C that overlaps with touch position T2.
[0089] Some of the player character's parameters can be displayed on the game image GI. In the game image GI of Figure 7, the durability value HP-A1 of player character CH-A1 is displayed near player character CH-A1 along with a gauge corresponding to that value. The HP-A1 value and gauge may be superimposed on player character CH-A1. HP-A1 is an important parameter, as when it reaches zero, player character CH-A1 becomes incapacitated. Therefore, it is preferable that HP-A1 is displayed near player character CH-A1 so that the player can visually confirm HP-A1 along with the actions of player character CH-A1. The display position of HP-A1 may be adjusted as appropriate according to the actions of player character CH-A1. Also, HP-A1 may be displayed as either a numerical value or a gauge.
[0090] When player character CH-A1 becomes incapacitated, CH-A1 will temporarily disappear from the game field and, after a predetermined period of time, will be repositioned to the same location it was in at the start of the team match.
[0091] The enemy character CH-C operates according to a predetermined algorithm, moving around the game field and attacking the player character CH-A1. When the player character CH-A1 takes damage from an attack by the enemy character CH-C, its HP-A1 decreases by the amount of damage. As mentioned above, the player character CH-A1 has parameters such as level, durability, attack value, defense value, movement speed, attack distance, attack range, and experience points. Similar parameters can also be set for the enemy character CH-C.
[0092] In the game image GI of Figure 7, the durability value HP-C of the enemy character CH-C is also displayed as a gauge. When the enemy character CH-C takes damage from an attack by the player character CH-A1, the durability value HP-C decreases by the amount of damage. By displaying the durability value HP-C, the player can visually check the remaining amount of the enemy character CH-C's durability value HP-C. The display position of the durability value HP-C may also be adjusted as appropriate according to the actions of the enemy character CH-C. Furthermore, the display of the durability value HP-C may be both numerical and as a gauge.
[0093] In the game program according to this embodiment, the enemy character CH-C can be set to be significantly weaker than the boss enemy character, and the player character may be able to easily defeat the enemy character CH-C. In that case, the durability value HP-C of the enemy character CH-C does not need to be displayed.
[0094] Furthermore, the game image GI in Figure 7 also displays the HP-A2 and HP-A3 durability values of the other player characters CH-A2 and CH-A3 that make up the friendly player team, as numerical values and gauges. It is preferable that the durability values HP-A2 and HP-A3 are displayed in the game image GI so that the player can visually confirm the status of player characters CH-A2 and CH-A3 even if the friendly player characters CH-A2 and CH-A3 are not located near player character CH-A1. Although the game image GI in Figure 7 does not display the durability values of the opposing player characters CH-B1, CH-B2, and CH-B3, the game program according to this embodiment can also be configured to display the durability values of the opposing player characters CH-B1, CH-B2, and CH-B3.
[0095] In the game program according to this embodiment, player character CH-A1, which constitutes the first player team, can also attack the player characters CH-B1, CH-B2, and CH-B3 of the second player team (i.e., the opposing player team) (see Figure 10). The game image GI in Figure 10 shows player character CH-A1 performing an attack action in response to a touch operation at touch position T3. For example, touch position T3 is a position that overlaps with player character CH-B1. When a player performs a touch operation at touch position T3, player character CH-A1 can attack player character CH-B1, which overlaps with touch position T3. The game image GI in Figure 10 shows the numerical value and gauge of player character CH-B1's durability HP-B1, and when player character CH-B1 takes damage from an attack by player character CH-A1, the durability HP-B1 decreases by the amount of damage.
[0096] In addition, the game image GI in Figure 7 displays the remaining time for the team match (TIM) and the map (MAP) at the top of the game image GI. The remaining time for the team match (TIM) and the map (MAP) are displayed in fixed positions within the game image GI and do not move even when the player character CH-A1 moves around the game field.
[0097] The remaining time for the team battle (TIM) is displayed as a pre-set time immediately after the start of the team battle and decreases as time passes during the battle. In the game program according to this embodiment, the team battle ends when the boss enemy character is defeated, but if the boss enemy character is not defeated, the battle ends when the remaining time for the team battle (TIM) becomes zero. When the battle ends due to the remaining time for the team battle (TIM) becoming zero, neither the first player team nor the second player team has defeated the boss enemy character, so for example, both the first player team and the second player team become the losing team.
[0098] The map is a map of the entire game field. The game image GI in Figure 7 only shows a portion of the game field where player character CH-A1 is positioned. By displaying the map, the player can visually confirm the current position of player character CH-A1 within the game field. The map also displays the positions of other player characters CH-A2 and CH-A3 of the allied player team, as well as the position of gimmick object OB-G within the game field. This allows the player to visually confirm the positions of player characters CH-A2 and A3 and gimmick object OB-G. The map may also display the positions of the opposing player team's player characters CH-B1, CH-B2, and CH-B3, enemy character CH-C, and boss enemy character within the game field. Furthermore, the map may be rotated to match the direction that player character CH-A1 is facing within the game field.
[0099] The above-mentioned display of game image GI is just one example; other information can also be displayed. For example, the status of player character CH-A1 can be displayed, such as if player character CH-A1 is poisoned. Information about the status of other player characters CH-A2 and CH-A3 on the allied player team can also be displayed (for example, if they are in battle with enemy character CH-C, player characters CH-B1, CH-B2, or CH-B3, or a boss enemy character).
[0100] [2-2-4. Activation of the gimmick object's mechanism] In the game program according to this embodiment, game points are set as one of the player character's parameters. Game points are a numerical value that can be accumulated during team battles and increase when the mechanism of the gimmick object OB-G is activated. In other words, the player character's game points increase as an effect of activating the mechanism of the gimmick object OB-G. As will be described in detail later, game points are a parameter for changing the player character from normal form to special form. In the game image GI of Figure 7, the game points GP-A1 of player character CH-A1 are displayed within the special form activation icon IC-SF along with a predetermined setting value. However, the display of game points GP-A1 is not limited to this. Game points GP-A1 may be displayed in the same way as HP-A1, with its numerical value, a gauge corresponding to the value, or the numerical value and gauge displayed in the vicinity of player character CH-A1. In addition, the game points of other player characters CH-A2 and CH-A3 of the allied player team may be displayed. Furthermore, the game points of the opposing player's team's player characters CH-B1, CH-B2, and CH-B3 may also be displayed. As will be explained in more detail later, when the game points reach a predetermined value, the player character's form can be changed. Therefore, by displaying the game points of the opposing player's team's player characters CH-B1, CH-B2, and CH-B3, it is possible to strategically attack and defeat the player characters CH-B1, CH-B2, and CH-B3, who have high game points, thereby preventing the form change of player characters CH-B1, CH-B2, and CH-B3.
[0101] The mechanism of the gimmick object OB-G can be activated by fulfilling predetermined activation conditions. For example, the activation condition for the mechanism of the gimmick object OB-G is a touch operation on the gimmick object OB-G. In the game image GI of Figure 11, the mechanism of the gimmick object OB-G is displayed when the mechanism is activated by a touch operation at touch position T4, which is superimposed on the gimmick object OB-G. When the player performs a touch operation at touch position T4, the mechanism of the gimmick object OB-G is activated. The gimmick object OB-G has pre-set values, and when the mechanism of the gimmick object OB-G is activated, the game points GP-A1 of player character CH-A1 increase by the set value. In addition to the game points GP-A1 of player character CH-A1 who activated the mechanism of the gimmick object OB-G, the game points of other player characters CH-A2 and CH-A3 on the allied player team also increase by the set value.
[0102] The activation conditions for the Gimmick Object OB-G mechanism are not limited to touch operations performed in conjunction with the Gimmick Object OB-G. For example, the activation conditions for the Gimmick Object OB-G mechanism may be defeating an enemy character CH-C that is associated with the Gimmick Object OB-G and positioned near it, followed by a touch operation. In this case, if the enemy character CH-C associated with the Gimmick Object OB-G is not defeated, the Gimmick Object OB-G mechanism will not be activated even if a touch operation is performed in conjunction with the Gimmick Object OB-G.
[0103] Furthermore, the activation conditions for the gimmick object OB-G's mechanism are not limited to touch operation. For example, the activation conditions for the gimmick object OB-G's mechanism may include defeating the enemy character CH-C associated with the gimmick object OB-G, the player character CH-A1 moving within a predetermined range set for the gimmick object OB-G (i.e., approaching the gimmick object OB-G within a predetermined distance), the player character CH-A1 moving to a specific area associated with the gimmick object OB-G, or the player character CH-A1 moving to a specific area associated with the gimmick object OB-G and performing a predetermined action.
[0104] Furthermore, a gimmick object OB-G whose mechanism has been activated can be positioned to activate its mechanism again after a predetermined period of time has elapsed. In other words, the mechanism of a single gimmick object OB-G may be activated multiple times with a time interval between activations.
[0105] [2-2-5. Skill Activation] In the game program according to this embodiment, player character CH-A1 has five skills that can be activated during team battles. When a skill is activated, player character CH-A1 can obtain effects such as a special attack or a parameter change. Examples of special attack effects include attacks that inflict great damage on enemy character CH-C, or on player characters CH-B1, CH-B2, or CH-B3 of the opposing player team. Examples of parameter change effects include recovery of HP-A1 or a temporary increase in attack or defense value. The amount of HP-A1 recovered may be a fixed value or a percentage of the maximum value. Temporary effects on attack or defense value may increase player character CH-A1's attack or defense value for a predetermined time, or decrease enemy character CH-C's attack or defense value. Furthermore, the parameter change effect may extend not only to player character CH-A1, but also to other player characters CH-A2 and CH-A3 of the allied player team. Furthermore, the effects of the skills are not limited to these; they may also inflict status changes such as poison or paralysis on enemy character CH-C, or on the opposing player's team's player characters CH-B1, CH-B2, or CH-B3.
[0106] At the bottom of the game image GI in Figure 7, the first skill icon IC-SK1 to the fifth skill icon IC-SK5 are displayed superimposed on the game field, and are touch-operable by the player. The first skill icon IC-SK1 to the fifth skill icon IC-SK5 are displayed in fixed positions within the game image GI, and their display positions do not move even when the player character CH-A1 moves within the game field.
[0107] The first skill icon IC-SK1 to the fifth skill icon IC-SK5 are icons corresponding to the five skills possessed by the player character CH-A1. Each of the first skill icon IC-SK1 to the fifth skill icon IC-SK5 displays text or a graphic representing the effect of the skill. This allows the player to visually confirm the skills that the player character CH-A1 can activate. When the player touches any of the first skill icon IC-SK1 to the fifth skill icon IC-SK5, the player character CH-A1 begins the activation action for the corresponding skill and obtains the effect of the skill (see Figure 12). The player's touch operation can be, for example, a tap, a long press, or a flick, but is not limited to these. The effect of the skill lasts for a predetermined period (hereinafter referred to as the "skill activation period"). Also, once a skill has been activated, it cannot be activated again until a predetermined period (hereinafter referred to as the "skill recovery period") has elapsed. Skill activation and skill recovery periods may be set separately for each type of skill.
[0108] The game image GI in Figure 12 shows player character CH-A1 whose fourth skill has been activated by a touch operation at touch position T5, which is superimposed on the fourth skill icon IC-SK4. In addition, as the fourth skill has been activated, the remaining time for skill recovery is displayed on the fourth skill icon IC-SK4.
[0109] While the above description explained a configuration where the player character CH-A1 has five skills, the number of skills that the player character CH-A1 possesses is not limited to five. The number of skills may be four or fewer, or six or more.
[0110] [2-2-6. Activation of Special Forms] In the game program according to this embodiment, the player character can change from a first form (hereinafter referred to as "normal form") to a second form (hereinafter referred to as "special form") during a team battle. Referring to Figures 7 and 13, the game image GI in Figure 7 displays the player character CH-A1 in normal form, and the game image GI in Figure 11 displays the player character CH-A1 in special form. The player character CH-A1 in special form is granted a special effect different from skills. Specifically, the special effect granted to the player character CH-A1 in special form makes it possible to attack boss enemy characters that are invulnerable in normal form. That is, the player character CH-A1 in normal form can attack and damage enemy character CH-C, or player characters CH-B1, CH-B2, or CH-B3, but cannot attack and damage boss enemy characters. By changing from normal form to special form, the player character CH-A1 becomes able to attack and damage boss enemy characters.
[0111] At the bottom of the game image GI in Figure 7, the special form activation icon IC-SF is displayed superimposed on the game field and is touch-operable by the player. The special form activation icon IC-SF is displayed in a fixed position within the game image GI, and its display position does not move even when the player character CH-A1 moves within the game field.
[0112] The Special Form Activation Icon IC-SF is used to activate the special form of player character CH-A1. When the player touches the Special Form Activation Icon IC-SF while simultaneously touching the icon, player character CH-A1 changes from its normal form to its special form, and special effects are granted to player character CH-A1. The player's touch operation can be, for example, a tap or a long press, but is not limited to these.
[0113] The Special Form Activation Icon IC-SF displays the player character CH-A1's game points GP-A1 and the set value (or threshold). When the game points GP-A1 reach the set value (or are above the threshold), the player character CH-A1's special form can be activated. That is, if the game points GP-A1 are below the set value, even if a touch operation is performed on the Special Form Activation Icon IC-SF, the player character CH-A1's special form will not be activated, and the normal form will be maintained. When the player character CH-A1's special form is activated, the game points GP-A1 are reset to zero (see Figure 13). The player character CH-A1's special form is also canceled when the player character CH-A1 activates a skill. In this case, as soon as the player character CH-A1's skill activation operation ends, the player character CH-A1's special form is canceled, and the player character CH-A1 returns to the normal form. By activating the skill, the special form of player character CH-A1 is deactivated, eliminating the need for any special operation to deactivate the special form of player character CH-A1, thus simplifying the player's operation.
[0114] The special form of player character CH-A1 is canceled by activating a skill, so the skills activated by player character CH-A1 in special form may manifest more powerful attributes or techniques than the skills activated by player character CH-A1 in normal form. For example, the skill activated by player character CH-A1 in special form may be a special move set for player character CH-A1. If the activation of a special move is associated with the cancellation of the special form, the player can be made aware that the cancellation of the special form is a price to pay for activating the special move, thus giving the game a narrative quality and increasing the player's immersion in the game. Furthermore, by having the advantageous action of activating a special move and the disadvantageous action of canceling the special form executed together, it is possible to give the player choices based on the tactics and roles within the allied player team, thereby broadening the range of strategies. For example, players have strategic choices such as maintaining a special form and continuing to attack the boss enemy character, or unleashing a powerful special move to defeat the boss enemy character in one go. Teamwork in executing these strategies can enhance the gameplay. In the case of a special move, at least some of the first skill icons IC-SK1 to the fifth skill icons IC-SK5 may change their display to special move icons, and special move icons may be displayed separately from the first skill icons IC-SK1 to the fifth skill icons IC-SK5.
[0115] [2-2-7. Battle against boss enemy character] In the game program according to this embodiment, the victory condition for the friendly player team is to defeat the boss enemy character faster than the opposing player. Therefore, battles with the boss enemy character are strategically important in the game. Accordingly, battles with the boss enemy character will be explained with reference to the game images GI in Figures 14 to 18.
[0116] The game image GI in Figure 14 displays the player characters CH-A1, CH-A2, and CH-B1, as well as the boss enemy character CH-D. The boss enemy character CH-D is a character that is placed in a predetermined area of the game field after a predetermined amount of time has elapsed since the start of the team battle, and is controlled by a predetermined algorithm defined by the game program. Immediately after the start of the team battle, the boss enemy character CH-D is not placed in the game field, and the player character CH-A1 cannot attack the boss enemy character CH-D. Furthermore, even when the boss enemy character CH-D is placed in the game field, the player character CH-A1 in its normal form cannot inflict damage on the boss enemy character CH-D by attacking it (see Figure 15). Only the player character CH-A1 that has transformed from its normal form to a special form can attack the boss enemy character CH-D and inflict damage (see Figure 16). By providing such game elements, the boss enemy character CH-D can be differentiated from the enemy character CH-C, and the difficulty of attacking the boss enemy character CH-D can be increased, thereby enhancing the gameplay. Furthermore, the player team can consider various strategies for attacking and damaging the boss enemy character CH-D, requiring cooperation and strategic thinking within the team.
[0117] Here, we will explain some specific examples of strategies that the friendly player team can employ. However, the strategies that can be implemented in the game provided by the game program according to this embodiment are not limited to the following specific examples.
[0118] In the strategy where player character CH-A1 continuously attacks boss enemy character CH-D, player character CH-A1 must maintain its special form. In this strategy, it is not possible to activate a skill that cancels player character CH-A1's special form, so player character CH-A1 cannot use a skill to recover its HP-A1 durability. Therefore, the allied player team needs player character CH-A2 or CH-A3 who can activate a skill that recovers HP-A1 durability. In addition, to prevent player character CH-A1 from being attacked, player character CH-A2 or CH-A3 with high attack values may attack the opposing player team's player characters CH-B1, CH-B2, and CH-B3. Furthermore, in this strategy, not only player character CH-A1, but also player characters CH-A2 and CH-A3 can maintain their special form. In this case, since it's not necessary to keep the gimmick object OB-G activated, the player characters CH-A1, CH-A2, and CH-A3 that make up the allied player team do not need to be players with high movement speed. On the other hand, since it is possible to concentrate attacks on the boss enemy character, it is advantageous if all three player characters CH-A1, CH-A2, and CH-A3 are players with high attack values. Thus, even with the same strategy, different choices can be given to the players depending on the players they use.
[0119] Since the setting corresponds to the upper limit of game points, it is not possible to accumulate more game points than the setting. However, even in this case, it is possible for the allied player characters CH-A1, CH-A2, and CH-A3 to continuously activate multiple gimmick object OB-G mechanisms in different areas. In this case, the opposing player characters CH-B1, CH-B2, and CH-B3 will not be able to activate the gimmick object OB-G mechanisms, and therefore will not be able to accumulate game points. In other words, it is possible to prevent player characters CH-B1, CH-B2, and CH-B3 from changing from their normal form to their special form. In this strategy, it is necessary to activate the gimmick object OB-G mechanisms one after another, so player characters with high movement speed have an advantage. Furthermore, when it is necessary to defeat enemy character CH-C positioned near gimmick object OB-G, player characters with long-range attacks or wide-area attacks, or those with a large attack range or area of effect, have an advantage.
[0120] In situations where a special move is activated by a skill, if player character CH-A1 frequently uses special moves when attacking boss enemy character CH-D, other player characters CH-A2 or CH-A3 on the allied team need to activate the gimmick object OB-G to accumulate game points GP-A1 for player character CH-A1. In this case as well, since the gimmick object OB-G needs to be activated one after another, player characters with high movement speed, or those that can attack from a distance or over a wide area, have an advantage.
[0121] As mentioned above, you can gain an advantage in the game by adopting strategies that match the characteristics of the player characters CH-A1, CH-A2, and CH-A3 that make up your allied team. Furthermore, in order to execute these strategies, cooperative play among the player characters CH-A1, CH-A2, and CH-A3 is important, and teamwork will be fostered within your allied team.
[0122] In the above description, the boss enemy character CH-D is placed after a predetermined amount of time has elapsed since the start of the team battle. However, the timing of the placement of the boss enemy character CH-D is not limited to this. The boss enemy character CH-D may be placed after a predetermined number of gimmick objects OB-G have been activated, or after a predetermined number of enemy characters CH-C have been defeated.
[0123] In the game image GI of Figure 14, the first durability value HP-D1 and the second durability value HP-D2 are displayed as gauges at the top of the game image GI. The first durability value HP-D1 and the second durability value HP-D2 are displayed in fixed positions within the game image GI and their display positions do not move even when the player character CH-A1 moves around the game field. The display of the first durability value HP-D1 and the second durability value HP-D2 may be numerical values or numerical values and gauges, rather than gauges. Also, the display format of the first durability value HP-D1 and the display format of the second durability value HP-D2 may be different. For example, the first durability value HP-D1 may be displayed as a gauge, and the second durability value HP-D2 may be displayed as a numerical value.
[0124] The first durability value HP-D1 and the second durability value HP-D2 are both durability values of the boss enemy character CH-D. In other words, the boss enemy character CH-D has two durability values (first durability value HP-D1 and second durability value HP-D2) set as parameters. The first durability value HP-D1 is a durability value associated with the first player team and decreases when the boss enemy character CH-D takes damage from attacks by the special forms of the player characters CH-A1, CH-A2, and CH-A3 that make up the first player team. The first durability value HP-D1 does not change from attacks by the special forms of the player characters CH-B1, CH-B2, and CH-B3 that make up the second player team. On the other hand, the second durability value, HP-D2, is a durability value associated with the second player team, and decreases when the boss enemy character CH-D takes damage from attacks by the special forms of the player characters CH-B1, CH-B2, and CH-B3 that make up the second player team. The second durability value, HP-D2, does not change from attacks by the special forms of the player characters CH-A1, CH-A2, and CH-A3 that make up the first player team.
[0125] In the game program according to this embodiment, not only the first durability value HP-D1 associated with the first player team (i.e., the friendly player team) but also the second durability value HP-D2 associated with the second player team (i.e., the opposing player team) is displayed. The victory condition for the player teams is to defeat the boss enemy character faster, and by making it possible to visually confirm not only the first durability value HP-D1 associated with the friendly player team but also the second durability value HP-D2 associated with the opposing player team, competition between the player teams can be encouraged.
[0126] The first HP-D1 and second HP-D2 durability values are displayed on the game image GI simultaneously with the appearance of the boss enemy character CH-D. Therefore, players can visually confirm the appearance of the first HP-D1 and second HP-D2 durability values on the game image GI and recognize that the boss enemy character CH-D has appeared. Furthermore, since the first HP-D1 and second HP-D2 durability values are not displayed until the boss enemy character CH-D appears, they do not obstruct the player's view. However, the first HP-D1 and second HP-D2 durability values may be displayed on the game image GI from the very beginning of a team battle. By displaying the first HP-D1 and second HP-D2 durability values from the very beginning of a team battle, players can recognize that the victory condition of the game is to defeat the boss enemy character CH-D as quickly as possible.
[0127] In the game program according to this embodiment, the player team that defeats the boss enemy character CH-D first becomes the winning team. As described above, the first durability value HP-D1 is reduced only by the damage from attacks by the special forms of the first player team's player characters CH-A1, CH-A2, and CH-A3, and the second durability value HP-D2 is reduced only by the damage from attacks by the special forms of the second player team's player characters CH-B1, CH-B2, and CH-B3. Therefore, when either the first durability value HP-D1 or the second durability value HP-D2 becomes zero, the boss enemy character CH-D is considered defeated, and either the first player team or the second player team becomes the winning team.
[0128] In the game image GI of Figure 17, the first durability value HP-D1 of the boss enemy character CH-D is shown to be zero. On the other hand, the second durability value HP-D2 of the boss enemy character CH-D is not zero. In this case, it is determined that the first player team, associated with the first durability value HP-D1, has defeated the boss enemy character CH-D, and the first player team is the winning team. In the game image GI of Figure 18, both the first durability value HP-D1 and the second durability value HP-D2 of the boss enemy character CH-D are not zero. In this case, neither the first player team nor the second player team has defeated the boss enemy character CH-D. However, the remaining team battle time TIM is zero, and it is determined that neither the first player team nor the second player team was able to defeat the boss enemy character CH-D within the team battle time, and both the first player team and the second player team are the losing teams. Alternatively, the team with the lower of the first durability value HP-D1 and the second durability value HP-D2 may be declared the winning team.
[0129] In the above description, a configuration was explained in which durability value is used as the criterion for determining whether to defeat the boss enemy character CH-D. However, the criterion for determining whether to defeat the boss enemy character CH-D is not limited to this. For example, the cumulative amount of damage dealt to the boss enemy character CH-D by the player team may be used as the criterion for determining whether to defeat the boss enemy character CH-D. In this case, when the cumulative amount of damage reaches a predetermined set value, it can be determined that the boss enemy character CH-D has been defeated. Furthermore, the criterion for determining whether to defeat the boss enemy character CH-D can also be displayed using a gauge, numerical value, symbol, or characters that represent the superiority or inferiority of the player team. In any case, in this embodiment, parameters associated with each player team are set for the boss enemy character CH-D in order to encourage competition between player teams.
[0130] As explained above, the game provided by executing the game program according to this embodiment is a team-based game between player teams, but victory is determined by which team defeats the boss enemy character CH-D faster within the team battle time. The boss enemy character CH-D has a first durability value HP-D1 associated with the first player team and a second durability value HP-D2 associated with the second player team, and the damage dealt to the boss enemy character CH-D is distinguished by the player team. Moreover, the boss enemy character CH-D cannot be damaged by attacks from player characters in their normal form, and can only be damaged by attacks from player characters in a special form that can be activated by accumulating game points. Such game elements lead to each player character not simply defeating the boss enemy character CH-D, but to assigning a role to each player character that makes up each player team, and to strategically cooperating to defeat the boss enemy character CH-D faster.
[0131] There are various strategies for battling the boss enemy character CH-D. As mentioned above, the boss enemy character CH-D can only be damaged by the special form of the player character CH-A1. However, even with the special form of the player character CH-A1, players CH-A2 and A3 can activate the mechanism of the gimmick object OB-G, which can increase the game points GP-A1 of the player character CH-A1. Therefore, by dividing the roles so that the special form of the player character CH-A1 attacks the boss enemy character CH-D, and players CH-A2 and A3 activate the mechanism of the gimmick object OB-G, it is possible for player character CH-A1 to accumulate game points GP-A1 without activating the mechanism of the gimmick object OB-G themselves. Furthermore, once the game points GP-A1 reach the set value, even if the special form of player character CH-A1 is deactivated by activating a skill, the special form can be activated again, allowing player character CH-A1 to continue attacking the boss enemy character CH-D.
[0132] Furthermore, if both the allied player's special form player character CH-A1 and the opposing player's special form player character CH-B1 are attacking the boss enemy character CH-D, the allied player's normal form players CH-A2 and CH-A3 can attack player character CH-B1 to prevent player character CH-B1 from attacking the boss enemy character CH-D. Also, player characters CH-A2 and CH-A3 can attack player characters CH-B2 and CH-B3 to prevent player character CH-A1 from being attacked by player characters CH-B2 and CH-B3.
[0133] Thus, the game program according to this embodiment can provide a game in which players can compete with other player teams while also enjoying cooperation and strategy within their own teams.
[0134] [2-3. Game Progression Processing] The player can use the communication device 100 to control the player character CH-A1 placed in the game field, activating special forms or skills. For example, when the player touches the control unit 104 of the communication device 100, a game operation command corresponding to the touch operation is generated. The game operation command is acquired by the game operation acquisition unit 11, and the game processing execution unit 14 executes game progression processing based on the game operation command. Specifically, the game processing execution unit 14 controls the player character CH-A1 to perform predetermined actions based on the game operation command corresponding to the touch operation. The game progression processing will be described below with reference to Figures 19 to 28. In addition, the game images GI in Figures 6 to 18 will be referred to as appropriate in the description of the game progression processing.
[0135] Figures 19 to 26 are flowcharts illustrating the game progression process executed in a game program according to one embodiment of the present invention. Figures 27 and 28 are schematic diagrams illustrating the calculation process when a game program according to one embodiment of the present invention is executed.
[0136] As shown in Figure 19, the game program according to this embodiment executes, broadly speaking, a pre-team battle setup process (step S100), which is the game progression process before the team battle begins; a team battle operation process (step S200), which is the game progression process during the team battle; and a post-team battle setup process (step S300), which is the game progression process after the team battle has ended. Steps S100 to S300 will be described in order below.
[0137] [2-3-1. Pre-match setup process for team matches (Step S100)] Figure 20 is a flowchart illustrating the pre-team battle setup process (step S100) in Figure 19. Step S100 primarily performs the processing related to setting up the player teams necessary for team battles. As shown in Figure 20, step S100 includes player character setup processing (step S110) and player team generation processing (step S120). Steps S110 and S120 will be described in order below, but these steps are just examples, and there may be further steps or some steps may be omitted.
[0138] (1) Player character setting process (step S110) In step S110, the player character CH-A1 to be controlled by the player in the game field is determined. In the game program according to this embodiment, the player can possess at least one character that can be controlled as player character CH-A1 in the game field, and this information is stored in the game data storage unit 13. The player can select player character CH-A1 from the at least one character they possess by inputting an operation on the operation unit 104.
[0139] In step S110, five skills that player character CH-A1 can activate within the game field are determined. In the game program according to this embodiment, the player can possess multiple skills that can be set for player character CH-A1, and this information is stored in the game data storage unit 13. The player can select five skills to set for player character CH-A1 from among the multiple skills they possess by inputting operations on the operation unit 104. If the player possesses fewer than five skills, any skills may be automatically added so that five skills are set for player character CH-A1.
[0140] Thus, in step S110, information regarding the player character CH-A1 controlled by the player in the game field (hereinafter referred to as "player character information") and information regarding the skills that player character CH-A1 can activate (hereinafter referred to as "skill information") are acquired. Here, player character information may include, but is not limited to, the player character name, level, durability, attack value, defense value, or win / loss record.
[0141] (2) Player team generation process (step S120) In step S120, a first player team and a second player team are generated (see Figure 6). Specifically, in step S120, based on a team battle request command transmitted from the communication device 100 to the server 500, the player characters CH-A1, CH-A2, and CH-A3 constituting the first player team, and the player characters CH-B1, CH-B2, and CH-B3 constituting the second player team are determined. The team battle request command includes player information, player character information, and skill information, and a player character matching process is performed based on this information to determine the first player team and the second player team. In the player character matching process, the total team combat power of each of the first and second player teams is calculated based on the player character information and skill information, and the first and second player teams may be determined based on the condition that the difference between the total team combat power of the first player team and the total team combat power of the second player team is less than or equal to a set value, which is the condition for team battle to be possible. Alternatively, instead of matching player characters, the first and second player teams may be determined by inviting player characters from the friend list.
[0142] Furthermore, if the number of team battle request commands sent to server 500, i.e., the number of player characters requesting team battles from players, is less than the total number of player characters in the first player team and the second player team, or if the conditions for team battles are not met, the player teams can be generated so that computer-generated COM characters are included in the player teams. COM characters are controlled by a predetermined algorithm defined by the game program and are not characters operated by the player; however, for convenience, COM characters are described as player characters in this specification.
[0143] Once step S120 is executed, the processing in step S100 is completed. Then, step S200 is executed.
[0144] [2-3-2. Action Processing During Team Match (Step S200)] Figure 21 is a flowchart illustrating the action processing during team battles (step S200) in Figure 19. In step S200, action processing within the game field based on the player's touch input is mainly performed. The steps shown in Figure 21 will be explained below in order, but these steps are just an example, and there may be further steps or some steps may be omitted.
[0145] (1) Movement operation determination process (step S210) In step S210, it is determined whether the touch operation performed by the player is a movement operation for player character CH-A1. For example, if a touch operation is performed at any position on the game field without overlapping with the opposing player's team's player characters CH-B1, CH-B2, and CH-B3, enemy character CH-C, boss enemy character CH-D, or gimmick object OB-G, the touch operation is determined to be a movement operation for player character CH-A1. However, the determination of a movement operation is not limited to this. Even if the touch operation overlaps with the opposing player's team's player characters CH-B1, CH-B2, and CH-B3, enemy character CH-C, boss enemy character CH-D, or gimmick object OB-G, if the touch operation is a slide operation, the touch operation can also be determined to be a movement operation for player character CH-A1. If the touch operation is a movement operation for player character CH-A1 (step S210: YES), step S2100 is executed. If the touch operation is not a movement operation for player character CH-A1 (step S210: NO), step S220 is executed.
[0146] In step S2100, the player character CH-A1 is moved. For example, the player character CH-A1 is moved so that it overlaps with the touch position T1 (see Figure 8). It is preferable that the game image GI is generated based on the player character CH-A1. Therefore, layer processing may be performed such as moving, enlarging, shrinking, or rotating the field layers that make up the game field according to the touch position in the game field. By performing such processing, it is possible to generate a game image GI in which the player character CH-A1 can be easily visually confirmed by the player. However, the movement of the player character CH-A1 in step S2110 is not limited to this.
[0147] (2) Attack operation determination process (step S220) In step S220, it is determined whether the touch operation performed by the player is an attack operation for player character CH-A1. For example, if a touch operation (e.g., a tap or long press) is performed in a position that overlaps with the opposing player's team's player characters CH-B1, CH-B2, or CH-B3, enemy character CH-C, or boss enemy character CH-D, the touch operation is determined to be an attack operation for player character CH-A1. If the touch operation is an attack operation for player character CH-A1 (step S220: YES), step S2200 is executed. If the touch operation is not an attack operation for player character CH-A1 (step S220: NO), step S230 is executed.
[0148] Step S220 does not have to be a determination based on touch operation. For example, it may be a determination process based on the attack range set for player character CH-A1 and the positions of the opposing player team's player characters CH-B1, CH-B2, or CH-B3, enemy character CH-C, or boss enemy character CH-D. Here, the attack range is the range that player character CH-A1's attacks can reach, and is not limited to, for example, a circular area centered on player character CH-A1. In this case, if the opposing player team's player characters CH-B1, CH-B2, or CH-B3, enemy character CH-C, or boss enemy character CH-D are located within the attack range, it is determined that it is an attack operation by player character CH-A1.
[0149] Figure 22 is a flowchart illustrating the player character attack action processing (step S2200) in Figure 21. Step S2200 will be explained with reference to Figure 22.
[0150] In step S2200, it is determined whether the target of player character CH-A1's attack is enemy character CH-C, the opposing player team's player characters CH-B1, CH-B2, and CH-B3, or the boss enemy character CH-D (steps S2210, S2220, and S2230). If the target is enemy character CH-C (step S2210: YES), step S2211 is executed. If the target is the opposing player team's player characters CH-B1, CH-B2, or CH-B3 (step S2220: YES), step S2221 is executed. If the target is the boss enemy character CH-D (step S2230: YES), step S2231 is executed.
[0151] In step S2211, player character CH-A1 performs an attack on enemy character CH-C. For example, player character CH-A1 is moved to attack enemy character CH-C which overlaps with the touch position T2 (see Figure 9). At this time, the amount of damage caused by player character CH-A1's attack is calculated, and the calculated damage amount is subtracted from the enemy character CH-C's HP-C.
[0152] In step S2212, following step S2211, it is determined whether or not the enemy character CH-C has been defeated. If the enemy character CH-C's durability value HP-C is zero, it is determined that the enemy character CH-C has been defeated. If the enemy character CH-C's durability value HP-C is zero (step S2212: YES), step S2213 is executed. If the enemy character CH-C's durability value HP-C is not zero (step S2212: NO), the processing in step S2200 ends.
[0153] In step S2213, the defeated enemy character CH-C is removed from the game field. The removed enemy character CH-C may be placed back into the game field after a predetermined amount of time has elapsed.
[0154] In step S2221, player character CH-A1 performs an attack action against the opposing player team's player characters CH-B1, CH-B2, or CH-B3. For example, player character CH-A1 is moved to attack player character CH-B1 which overlaps with touch position T3 (see Figure 10). At this time, the amount of damage from player character CH-A1's attack is calculated, and the amount of damage calculated from player character CH-B1's durability value HP-B1 is subtracted.
[0155] In step S2222, following step S2221, it is determined whether the opposing player's team's player character CH-B1, CH-B2, or CH-B3 has been defeated. If the durability of any of the player characters CH-B1, CH-B2, and CH-B3 is zero, it is determined that the player character CH-B1, CH-B2, or CH-B3 with zero durability has been defeated. If the durability of any of the player characters CH-B1, CH-B2, and CH-B3 is zero (step S2222: YES), step S2223 is executed. If none of the player characters CH-B1, CH-B2, and CH-B3 have zero durability (step S2222: NO), the processing in step S2200 ends.
[0156] In step S2223, a calculation process is performed to determine the game points obtained by defeating the opposing player's character CH-B1, CH-B2, or CH-B3. In the game program according to this embodiment, defeating the opposing player's character CH-B1, CH-B2, or CH-B3 increases the game points of the friendly player's characters CH-A1, CH-A2, and CH-A3.
[0157] Figure 27 is a schematic diagram illustrating the calculation process of game points in step S2223. Here, we assume that player character CH-A1 defeats player character CH-B1 of the opposing player team. Before player character CH-B1 is defeated, player character CH-A1's game points are "200" and player character CH-B1's game points are "300". When player character CH-A1 defeats player character CH-B1, the game points of player character CH-B1 at the time of defeat, "300", are added to the game points of player character CH-A1 who defeated player character CH-B1. In addition to player character CH-A1, the other player characters CH-A2 and CH-A3 of the allied player team each have "150", which is half of player character CH-B1's game points of "300", added to their respective game points. Meanwhile, the game points of the opposing player's team's player characters CH-B2 and CH-B3 remain unchanged. Step S2200 ends upon execution of step S2223.
[0158] In the above description, the game points added to the other player characters CH-A2 and CH-A3 of the allied player team were set to 1 / 2 of the game points of player character CH-B1, but this is not limited to this. The game points added to player characters CH-A2 and CH-A3 may be a predetermined percentage of the game points of player character CH-B1, or they may be a predetermined value unrelated to the game points of player character CH-B1.
[0159] Defeated player characters CH-B1, CH-B2, or CH-B3 will temporarily disappear from the game field and be repositioned to their original locations immediately after the start of the team match.
[0160] In step S2231, the player character CH-A1 performs an attack on the boss enemy character CH-D. For example, the player character CH-A1 performs an attack on the boss enemy character CH-D that overlaps with the touch position T6 or T7 (see Figure 15 or Figure 16). However, in the game program according to this embodiment, only the special form of the player character CH-A1 can inflict damage on the boss enemy character CH-D. Therefore, it is determined whether or not the player character CH-A1 is in a special form (step S2232). If the player character CH-A1 is in a special form (step S2232: YES), step S2233 is executed. If the player character CH-A1 is in a normal form (step S2232: NO), a display process is performed indicating that the boss enemy character CH-D will not take damage from the attack by the player character CH-A1 (see Figure 15), and step S2200 ends.
[0161] In step S2233, the amount of damage dealt by player character CH-A1's attack is calculated. For example, the damage is calculated based on the attack value of player character CH-A1 and the defense value of boss enemy character CH-D. The calculated damage is subtracted from the first durability value HP-D1 associated with the first player team.
[0162] When step S2333 is executed, the processing in step S220 is completed. Then, step S230 is executed.
[0163] (3) Special form activation operation determination process (step S230) In step S230, it is determined whether the player's touch operation is an operation to activate the special form of player character CH-A1. Specifically, when the player's touch operation is performed in conjunction with the special form activation icon IC-SF, it is determined that the touch operation is an operation to activate the special form of player character CH-A1. If the touch operation is an operation to activate the special form of player character CH-A1 (step S230: YES), step S2300 is executed. If the touch operation is not an operation to activate the special form of player character CH-A1 (step S230: NO), step S240 is executed.
[0164] Figure 23 is a flowchart illustrating the operation to activate the special form of player character CH-A1 in Figure 21 (step S2300). Step S2300 will be explained with reference to Figure 23.
[0165] The special form of player character CH-A1 will not be activated unless the game points GP-A1 reach the set value. Therefore, in step S2310, it is determined whether or not the game points GP-A1 have reached the set value. If the game points GP-A1 have reached the set value (step S2310: YES), step S2320 is executed. If the game points GP-A1 have not reached the set value, the special form of player character CH-A1 will not be activated, and step S2300 will end.
[0166] In step S2320, the player character CH-A1 is instructed to perform a special form activation action. For example, the player character CH-A1 may be instructed to perform an animation that indicates the activation of a special form. As a result, the form of the player character CH-A1 changes from the normal form to the special form (see Figure 13).
[0167] In step S2330, following step S2320, the game points GP-A1 of player character CH-A1 are calculated. When a special form is activated, the game points GP-A1 are reset. That is, the calculation is performed so that the game points GP-A1 become zero (see Figure 13).
[0168] When step S2330 is executed, the processing in step S2300 is completed.
[0169] (4) Skill activation operation judgment process (Step S240) In step S240, it is determined whether the player's touch operation is a skill activation operation for player character CH-A1. Specifically, when the player's touch operation overlaps with the first skill icon IC-SK1 to the fifth skill icon IC-SK5, it is determined that the touch operation is a skill activation operation for player character CH-A1. If the touch operation is a skill activation operation for player character CH-A1 (step S240: YES), step S2400 is executed. If the touch operation is not a skill activation operation for player character CH-A1 (step S240: NO), step S250 is executed.
[0170] Figure 24 is a flowchart illustrating the skill activation operation (step S2400) of the player character CH-A1 in Figure 21. Step S2400 will be explained with reference to Figure 24.
[0171] Skills can be activated by touching the first skill icon IC-SK1 to the fifth skill icon IC-SK5, but skills cannot be activated during the skill recovery period. Therefore, in step S2410, it is determined whether the skill corresponding to the first skill icon IC-SK1 to the fifth skill icon IC-SK5 that was touched is in the skill recovery period. If the skill is in the skill recovery period (step S2410: YES), the skill is not activated, and step S2400 ends. If the skill is not in the skill recovery period (step S2410: NO), step S2420 is executed.
[0172] In step S2420, the player character CH-A1 is instructed to perform a skill activation action. For example, the player character CH-A1 may be instructed to perform a visual effect corresponding to the activated skill. This will grant the effects of the activated skill.
[0173] In step S2430, following step S2420, the skill recovery period is displayed on the first skill icon IC-SK1 to the fifth skill icon IC-SK5, where the skill was activated. For example, when a touch operation is performed while the fourth skill icon IC-SK4 is also touched, the remaining time of the skill recovery period is displayed on the fourth skill icon IC-SK4 (see Figure 12).
[0174] In step S2440, following step S2430, it is determined whether the form of player character CH-A1 is a special form. If the form of player character CH-A1 is a special form (step S2440: YES), step S2450 is executed. If the form of player character CH-A1 is not a special form (step S2440: NO), the processing in step S2400 ends.
[0175] In step S2450, the special form of player character CH-A1 is deactivated. This changes the form of player character CH-A1 from the normal form to the special form.
[0176] When step S2450 is executed, the processing in step S2400 is completed.
[0177] (5) Mechanism activation operation determination process (step S250) In step S250, it is determined whether the player's touch operation is an operation to activate the mechanism of the gimmick object OB-G. For example, if a touch operation (e.g., a tap or long press) is performed at a position that overlaps with the gimmick object OB-G, it is determined that the touch operation is an operation to activate the mechanism of the gimmick object OB-G. If the touch operation is an operation to activate the mechanism of the gimmick object OB-G (step S250: YES), step S2500 is executed. If the touch operation is not an operation to activate the mechanism of the gimmick object OB-G (step S250: NO), step S260 is executed.
[0178] Figure 25 is a flowchart illustrating the activation operation (step S2500) of the gimmick object OB-G in Figure 21. Step S2500 will be explained with reference to Figure 25.
[0179] The mechanism of Gimmick Object OB-G is activated when predetermined activation conditions are met. Therefore, in step S2510, it is determined whether the operation to activate the mechanism of Gimmick Object OB-G meets the predetermined activation conditions. For example, if the activation condition for the mechanism of Gimmick Object OB-G is a touch operation on Gimmick Object OB-G, then in step S250, a touch operation is performed, and therefore it is determined that the activation condition is met. Also, if the activation condition for the mechanism of Gimmick Object OB-G is to defeat the enemy character CH-C associated with Gimmick Object OB-G and perform a touch operation, then when the enemy character CH-C associated with Gimmick Object OB-G is defeated, it is determined that the activation condition is met. If the activation conditions for the mechanism of Gimmick Object OB-G are met (step S2510: YES), step S2520 is executed. If the activation conditions for the mechanism of Gimmick Object OB-G are not met (step S2510: NO), the processing in step S2500 ends.
[0180] In step S2520, the mechanism of the gimmick object OB-G is activated. For example, the game image GI can display the gimmick object OB-G with its mechanism activated (see Figure 11). This allows the player to visually confirm that the mechanism of the gimmick object OB-G has been activated.
[0181] In step S2530, following step S2520, the game points are calculated. In the game program according to this embodiment, a setting value corresponding to the increase in game points is set as a mechanism for the gimmick object OB-G, and when the mechanism of the gimmick object OB-G is activated, the game points of the player character CH-A1 increase.
[0182] Figure 27 is a schematic diagram illustrating the calculation process of game points in step S2530. Figure 27 shows the game points of each player character before and after the activation of the gimmick. Here, it is assumed that the gimmick object OB-G has a setting value of "100". Before the gimmick object's mechanism is activated, the game points of all player characters are "0". When the gimmick object's mechanism is activated by player character CH-A1, the setting value of gimmick object OB-G, "100", is added to the game points of each of the player characters CH-A1, CH-A2, and CH-A3, who make up the friendly player team. In other words, not only player character CH-A1, who activated the mechanism of gimmick object OB-G, but also the other player characters CH-A2 and CH-A3 of the friendly player team can acquire game points. On the other hand, the game points of the opposing player team's player characters CH-B1, CH-B2, and CH-B3 do not increase.
[0183] When step S2530 is executed, the processing in step S2500 is completed.
[0184] (6) Team match end determination process (step S260, step S270) In step S260, it is determined whether or not the boss enemy character CH-D has been defeated. If either the first durability value HP-D1 or the second durability value HP-D2 of the boss enemy character CH-D is zero, it is determined that the boss enemy character CH-D has been defeated. If either the first durability value HP-D1 or the second durability value HP-D2 of the boss enemy character CH-D is zero (step S260: YES), step S200 ends. In the game program according to this embodiment, the winning team can be determined based on the first durability value HP-D1 and the second durability value HP-D2 (see Figure 17). If neither the first durability value HP-D1 nor the second durability value HP-D2 of the boss enemy character CH-D is zero (step S260: NO), step S270 is executed.
[0185] In step S270, it is determined whether the predetermined team battle time has been exceeded. If neither the first player team nor the second player team can defeat the boss enemy character CH-D within the team battle time, that is, if the durability values of the first player team HP-D1 and the second player team HP-D2 are not zero at the end of the team battle time, then both the first player team and the second player team become the losing team (see Figure 18).
[0186] When step S260 or step S270 is executed, step S200, i.e., the match ends.
[0187] [2-3-3. Post-Team Match Setup Process (Step S300)] Figure 26 is a flowchart illustrating the post-team battle setup process (step S300) shown in Figure 19. Step S300 primarily performs processing based on information acquired during the team battle. As shown in Figure 26, step S300 includes battle result display processing (step S310) and player character information update processing (step S320). Steps S310 and S320 will be described in order below, but these steps are just examples, and further steps may be included, or some steps may be omitted.
[0188] (1) Battle result display processing (step S310) During team battles, combat information for player character CH-A1 is acquired. This combat information may include, but is not limited to, the number of enemy characters CH-C defeated, the number of times player characters CH-B1, CH-B2, and CH-B3 were defeated, the total amount of damage dealt to boss enemy character CH-D, and the number of times special forms were used. In step S310, all or part of the combat information for player character CH-A1 is displayed on the display unit 103. This allows the player to visually confirm the combat information and review the combat status of player character CH-A1 during team battles. In addition, in step S310, combat information for other player characters CH-A2 and CH-A3 of the allied player team may also be displayed. By displaying the combat information of player characters CH-A2 and CH-A3 along with that of player character CH-A1, the player can visually confirm the contribution of player character CH-A1 in team battles. In addition, in step S310, combat information for player characters CH-A1, CH-A2, CH-A3, CH-B1, CH-B2, and CH-B3 may be displayed. Regardless of whether they are on the friendly or opposing player team, the player character who contributed the most to the team battle based on the combat information can also be displayed.
[0189] (2) Player character information update process (step S320) In step S320, the experience points that player character CH-A1 will gain are calculated based on the win / loss record of the player team or the combat information of player character CH-A1. If the experience points gained reach a preset value, the level of player character CH-A1 can be increased in stages. Furthermore, in the game program according to this embodiment, it is also possible to configure the program to acquire items used by player character CH-A1 and currency that the player can use in the game. Through such processing, not only player character information but also player information can be updated. The updated player character information and player information are stored in the storage unit 502 as player status data.
[0190] The execution of step S320 completes the process in step S300.
[0191] As another example, the game progression process can be executed as a distributed process between the communication device 100 and the server 500. Alternatively, the game progression process can be executed as a process of the server 500. The server 500 may be implemented by a single information processing device, or by multiple information processing devices working together.
[0192] As described above, in this embodiment, by executing the game program on the communication system 1000, a game can be provided in which player teams compete with each other, aiming to defeat the boss enemy character CH-D as quickly as possible within the team battle time. In this game, game elements such as multiple durability values associated with each player team set for the boss enemy character CH-D, game points as player character parameters that can be obtained during team battle, activation of player character skills, and changes in the form of player characters not only enhance the gameplay but also improve cooperation within the player team and diversify the strategic aspects. Therefore, the game program according to this embodiment can provide a game in which players can enjoy cooperation and strategy within the player team while competing with each other.
[0193] 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.
[0194] 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]
[0195] 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 receiving unit, 52: Game data storage unit, 53: Game processing execution unit, 54: Setting data transmission unit, 100: Communication device, 101: Control unit, 102: Memory unit, 103: Display unit, 104: Operation unit, 105: Sensor unit, 106: Imaging unit, 107: Position detection unit, 108: Communication unit, 109: Sound input / output unit, 110: Notification unit, 500: Server, 501: Control Unit, 502: Memory Unit, 503: Communication Unit 1000: Communication system, NW: Network, GI: Game images, MAP: Map, TIM: Team match remaining time, CH-A1, CH-A2, CH-A3, CH-B1, CH-B2, CH-B3: Player Characters, CH-C: Enemy Characters, CH-D: Boss Enemy Characters, OB-G: Gimmick Objects GP-A1: Game Points, HP-A1, HP-A2, HP-B1, HP-C: Durability, HP-D1: First Durability, HP-D2: Second Durability IC-SK1, IC-SK2, IC-SK3, IC-SK4, IC-SK5: Skill icon, IC-SF: Special form activation icon, T1, T2, T3, T4, T5, T6: Touch position
Claims
1. A first player team comprising a plurality of player characters, including a first player character operable by a first player and a second player character operable by a second player different from the first player, wherein the first player character and the second player character, each in a first form, are placed in a game field which is a virtual space, When predetermined conditions are met, the game points, which are parameters set for the first player character and the second player character respectively, are increased. When the game points of the first player character reach a predetermined set value, the first player character is changed from the first form to the second form based on a predetermined operation by the first player. A game program that causes a computer to place a first enemy character that cannot be damaged by the first form of the player character, but can be damaged by the attacks of the second form of the player character.
2. The game program according to claim 1, wherein the first enemy character is placed in the game field after a predetermined time has elapsed since the first player character and the second player character were placed in the game field.
3. The game program according to claim 1, wherein the game points of the second player character that increase when the predetermined conditions are met are a predetermined percentage of the game points of the first player character that increase.
4. The game program according to claim 1, wherein the predetermined condition is that one of the first player character and the second player character activates a mechanism of a gimmick object placed in the game field.
5. The game program according to claim 4, wherein when the first player touches the gimmick object, the mechanism of the gimmick object is activated.
6. Furthermore, a second enemy character associated with the gimmick object is placed near the gimmick object in the game field. The game program according to claim 4, wherein when one of the first player character and the second player character defeats the second enemy character, the mechanism of the gimmick object is activated.
7. Furthermore, a second enemy character associated with the gimmick object is placed near the gimmick object in the game field. The game program according to claim 4, wherein after one of the first player character and the second player character has defeated the second enemy character, when the one of the first player character and the second player character approaches the gimmick object to a predetermined distance, the mechanism of the gimmick object is activated.
8. Furthermore, a third player character and a fourth player character, each belonging to a second player team different from the first player team and each being in the first form, are placed within the game field. The game program according to claim 1, wherein the first enemy character is set to have a first durability value associated with the first player team and a second durability value associated with the second player team.
9. The first durability value is reduced by attacks on the first enemy character by the first player character and the second player character of the first player team. The game program according to claim 8, wherein the second durability value is reduced by attacks on the first enemy character by the third player character and the fourth player character of the second player team.
10. The game program according to claim 8, which, when either the first durability value or the second durability value becomes zero, displays that the player team associated with the first durability value or the second durability value is the winning team.
11. The game program according to claim 8, which displays that both the first player team and the second player team are losing teams when the first and second durability values do not become zero within a set time.
12. Furthermore, the game program according to claim 8, wherein when the first player character defeats the third player character, the game points possessed by the third player character at that time are added to the game points possessed by the first player character.
13. The game program according to claim 12, wherein a portion of the game points possessed by the third player character is added to the game points possessed by the second player character.