Game control program, game control method, and information processing device.

JP7872198B2Active Publication Date: 2026-06-09KOEI TECMO GAMES CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KOEI TECMO GAMES CO LTD
Filing Date
2022-09-01
Publication Date
2026-06-09

AI Technical Summary

Benefits of technology

【0010】 以上説明したように本発明によれば、敵と味方のキャラクタ同士が戦闘を行った場合に、できるだけ敵と味方のキャラクタが入り乱れて無秩序な状態にならないようにすることで、ユーザには戦闘状態を分かり易くすることができるという効果を奏する。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007872198000001
    Figure 0007872198000001
  • Figure 0007872198000002
    Figure 0007872198000002
  • Figure 0007872198000003
    Figure 0007872198000003
Patent Text Reader

Abstract

To allow a user to easily understand a battle state by preventing an opponent character and a friend character from being in melee and in disorder when the opponent and the friend characters combat in a three-dimensional virtual space in a video game.SOLUTION: A game control program for controlling a video game in which characters battle within a three-dimensional virtual space allows a computer to execute attack content determination processing for determining whether a second character receives a predetermined attack from a first character when the first character (c1) fights against a second character (c2) as an opponent and movement control processing for performing predetermined movement, such as knock-back, of the second character in a direction (d3) of a party (ET) to which the second character belongs when the second character receives a predetermined attack.SELECTED DRAWING: Figure 5
Need to check novelty before this filing date? Find Prior Art

Claims

1. A game control program for controlling a video game in which a unit is composed of multiple characters in a three-dimensional virtual space, and characters belonging to different units engage in combat with each other. On the computer, When the first character engages in combat with the second character, which is an enemy, the system includes an attack content determination process that determines whether the second character has been subjected to a predetermined attack by the first character, When the second character is subjected to the predetermined attack, the second character is moved a predetermined distance in the direction of the unit to which the second character belongs, as viewed from the unit to which the first character belongs, and the movement control process involves moving the second character a predetermined distance in a modified direction related to a vector obtained by the sum of a vector indicating the direction of the unit to which the second character belongs and a vector indicating the original predetermined direction of movement on the extension line from the first character to the second character. A game control program that executes the game.

2. The game control program according to claim 1, wherein the direction of the unit to which the second character belongs, as viewed from the unit to which the first character belongs, is opposite to the direction of movement of the unit to which the second character belongs.

3. The game control program according to claim 1, wherein the predetermined movement is a knockback, a blowback, or a warp.

4. A game control program according to claim 1, A game control program that causes the computer to execute a display control process that causes the first character to perform a motion of wielding a weapon, according to the direction of the unit to which the second character belongs.

5. A game control program for controlling a video game in which a unit is composed of multiple characters in a three-dimensional virtual space, and characters belonging to different units engage in combat with each other, On the computer, When the first character engages in combat with the second character, which is an enemy, the system includes an attack content determination process that determines whether the second character has been subjected to a predetermined attack by the first character, When the second character is subjected to the predetermined attack, a character ratio calculation process is performed to calculate the ratio of the number of characters in the unit to which the first character belongs to to the number of characters in the unit to which the second character belongs, within a predetermined surrounding area in the three-dimensional virtual space of the second character. When the second character is subjected to the predetermined attack, a movement control process is performed to move the second character a predetermined distance toward the unit to which the second character belongs, as viewed from the unit to which the first character belongs, and to change the distance of the predetermined movement according to the ratio. A game control program that executes the game.

6. The game control program according to claim 5, wherein the movement control process includes, as a process for changing the predetermined distance to be moved, if the ratio of the number of characters in the unit to which the second character belongs to the number of characters in the unit to which the second character belongs is greater than or equal to a predetermined value, the process of moving the second character to a first distance, and if the ratio of the number of characters in the unit to which the first character belongs to the number of characters in the unit to which the second character belongs is less than the predetermined value, the process of moving the second character to a second distance shorter than the first distance.

7. The game control program according to claim 6, wherein the predetermined peripheral region is a region within a circle centered on the second character, with a radius that is a predetermined multiple of the distance between predetermined parts of the second character.

8. The game control program according to claim 7, wherein the distance between the predetermined parts is the shoulder width of the second character.

9. A game control program according to claim 1, To the aforementioned computer, When the second character is subjected to the predetermined attack, a position determination process is executed to determine the position of the second character in the three-dimensional virtual space. The movement control process is a game control program that includes a process to move the second character a predetermined distance in the direction of the unit to which the second character belongs, and to change the distance of the predetermined movement according to the position of the second character.

10. The movement control process includes, as a process for changing the predetermined distance to be moved, if the second character is located within the territory of the unit to which the first character belongs, the process of moving the second character by a first distance, and if the second character is not located within the territory of the unit to which the first character belongs, the process of moving the second character by a second distance which is shorter than the first distance. The game control program according to claim 9, wherein the area of ​​the unit to which the first character belongs is an area in the three-dimensional virtual space occupied by a number of characters in the unit to which the first character belongs that is equal to or greater than a first proportion, and a number of characters in the unit to which the second character belongs that is less than a second proportion, which is less than the first proportion.

11. A game control program for controlling a video game in which a unit is composed of multiple characters in a three-dimensional virtual space, and characters belonging to different units engage in combat with each other. On the computer, When the first character engages in combat with the second character, which is an enemy, the system includes an attack content determination process that determines whether the second character has been subjected to a predetermined attack by the first character, When the second character is subjected to the predetermined attack, a character ratio calculation process is performed to calculate the ratio of the number of characters in the unit to which the first character belongs to to the number of characters in the unit to which the second character belongs, within a predetermined surrounding area in the three-dimensional virtual space of the second character. A damage control process that inflicts different levels of damage on the second character according to the ratio, A game control program that executes the game.

12. The damage control process includes, as a process for inflicting different levels of damage on the second character, if the ratio of the number of characters in the unit to which the first character belongs to to the number of characters in the unit to which the second character belongs within a predetermined surrounding area is greater than or equal to a predetermined value, the process for inflicting a first level of damage on the second character; and if the ratio of the number of characters in the unit to which the first character belongs to to the number of characters in the unit to which the second character belongs is less than the predetermined value, the process for inflicting a second level of damage lower than the first level on the second character.

13. The game control program according to claim 12, wherein the first level of damage is the elimination of the second character.

14. A game control method executed by an information processing device that controls a video game in which a unit is composed of multiple characters in a three-dimensional virtual space, and characters belonging to different units engage in combat with each other, The aforementioned information processing device is When the first character engages in combat with the second character, which is an enemy, the system includes an attack content determination process that determines whether the second character has been subjected to a predetermined attack by the first character, When the second character is subjected to the predetermined attack, the second character is moved a predetermined distance in the direction of the unit to which the second character belongs, as viewed from the unit to which the first character belongs, and the movement control process involves moving the second character a predetermined distance in a modified direction related to a vector obtained by the sum of a vector indicating the direction of the unit to which the second character belongs and a vector indicating the original predetermined direction of movement on the extension line from the first character to the second character. An information processing device that performs the following actions.

15. An information processing device for controlling a video game in which a unit is formed by multiple characters in a three-dimensional virtual space, and characters belonging to different units engage in combat with each other, When a first character engages in combat with a second character who is an enemy, the system includes an attack content determination unit that determines whether the second character has been subjected to a predetermined attack by the first character, When the second character is subjected to the predetermined attack, the movement control unit moves the second character to the predetermined direction in the direction of the unit to which the second character belongs, as viewed from the unit to which the first character belongs, by adjusting the vector obtained by the sum of a vector indicating the direction of the unit to which the second character belongs and a vector indicating the original direction of the predetermined movement on the extension line from the first character to the second character, An information processing device having