Game Program
Patent Information
- Application Number
- JP2025265689
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2025-08-27
- Filing Date
- 2025-12-18
- Publication Date
- 2026-09-08
- Estimated Expiration
- 2045-12-18
AI Technical Summary
【0017】 本発明の一実施形態に係るゲームプログラムによれば、複数のゲーム媒体を連続して使用することができ、これと対応するようにプレイヤキャラクタの行動が連続して行われる。例えば、第1のゲーム媒体および第2のゲーム媒体ともに攻撃の効果が設定されている場合、第1のゲーム媒体の使用に連続して第2のゲーム媒体を使用することによって、敵キャラクタに何ら行動させることなく、プレイヤキャラクタが敵キャラクタを一方的に連続攻撃することができる。従来のターン制によるカードバトルゲームでは、ゲーム媒体を使用するタイミングが決められて単調なゲームになるところ、ゲーム媒体の連続使用を可能にすることで、プレイヤキャラクタと敵キャラクタとのリアルタイムなバトルが行われることとなり、プレイヤに緊張感を与えるとともに、ゲームの戦略性を高め、単調なゲームとなることを防止することができる。また、プレイヤキャラクタは、敵キャラクタの行動を待つことなく一方的に攻撃することが可能であるため、プレイヤがバトルの主導権を握る感覚を与えることができる。その結果、プレイヤの高揚感、没入感、および満足度を高めることができる。
Smart Images

Figure 0007917693000001_ABST
Abstract
Description
[[Technical Field]]
[0001] One embodiment of the present invention relates to a game program. [[Background Art]]
[0002] In roguelike games and strategy games played on stationary or portable information processing terminals, battles using virtual cards are sometimes held (hereinafter, for convenience of description, a game in which a battle using virtual cards is held may be referred to as a "card battle game"). In a card battle game, instead of the player directly operating an in-game character, a deck composed of a plurality of virtual cards is used. Specifically, the player selects one virtual card from among the plurality of virtual cards included in the deck, and the battle with the enemy character proceeds when the character activates the effect of the selected virtual card (see, for example, Patent Document 1). That is, in a card battle game, the player can determine the actions of the character through the use of virtual cards (hereinafter, a character that acts based on the player's instructions regarding the use of virtual cards may be referred to as a "player character"). Various different types of effects are set for a plurality of virtual cards. For example, when a virtual card set with an attack effect is used, the player character attacks an enemy character by activating the effect. [[Prior Art Documents]] [[Patent Documents]]
[0003] [[Patent Document 1]] Japanese Patent No. 6768748 [[Summary of the Invention]] [[Problem to be Solved by the Invention]]
[0004] Generally, in a card battle game, as disclosed in Patent Document 1, a turn-based system is adopted in which the player character and the opponent enemy character alternately select actions.
[0005] One embodiment of the present invention aims to provide a game program for a novel game that enables continuous actions of a player character by using multiple game media that constitute a deck in succession. [Means for solving the problem]
[0006] A game program according to one embodiment of the present invention is a game program that provides a game using multiple game media on which consumption points are set, and displays a first game point that can be increased or decreased and associated with the consumption points, displays a second game point that can be increased or decreased and is different from the first game point, displays a first game media on which at least the first consumption points are set and a second game media on which the second consumption points are set, and when the first game media is used by the operation of the first player, subtracts the first consumption points from the first game points and the first consumption points When the first game points immediately after an input is deducted exceed the second consumed points, the use of the second game medium is allowed to proceed immediately after the use of the first game medium. The deducted first game points increase based on a first recovery condition that recovers over time. The second game points increase or decrease based on predetermined conditions, which are set to a predetermined value. When the second game points reach the set value, or when the second game points are deducted from the set value to zero, the first game points increase based on a second recovery condition different from the first recovery condition. The computer is instructed to perform these actions.
[0007] A game program according to one embodiment of the present invention is a game program that provides a game using multiple game media on which consumption points are set, and displays a first game point that can be increased or decreased and associated with the consumption points, displays a second game point that can be increased or decreased and is different from the first game point, displays a first game media on which at least the first consumption points are set and a second game media on which the second consumption points are set, which are included in the multiple game media, and when the first game media is used by the operation of the first player, the first consumption points are subtracted from the first game points, and when the first game points immediately after the first consumption points are subtracted exceed the second consumption points, the use of the second game media is made to continue from the use of the first game media, and the second game points are set to a predetermined value, and when the second game points reach the predetermined value by fulfilling predetermined conditions, or when the second game points are subtracted from the predetermined value and become zero, the computer is made to perform the following actions.
[0008] A game program according to one embodiment of the present invention is a game program that provides a game using multiple game media on which consumption points are set, and displays a first game point that can be increased or decreased and associated with the consumption points, displays a second game point that can be increased or decreased and is different from the first game point, displays a first game media on which at least the first consumption points are set and a second game media on which the second consumption points are set, which are included in the multiple game media, and when the first game media is used by the operation of the first player, the first consumption points are subtracted from the first game point, and when the first game point immediately after the first consumption points are subtracted exceeds the second consumption points, the use of the second game media is made to continue from the use of the first game media, the second game point has a preset value and increases or decreases when predetermined conditions are met, and when the second game point reaches the preset value, or when the second game point is subtracted from the preset value and becomes zero, the first game point is displayed so as to be fixed at a predetermined value, or the first game point is not displayed, and the computer is made to perform these actions.
[0009] When the second game points reach a set value, or when the second game points are subtracted from the set value to zero, the first game points may be set to a value exceeding a predetermined value.
[0010] When the second game points reach a set value, or when the second game points are subtracted from the set value and become zero, the points consumed by the game medium may be set to zero and displayed, or the points consumed by the game medium may not be displayed.
[0011] The game doesn't have to be turn-based.
[0012] The game medium may have a card shape.
[0013] Within the virtual battlefield, the opponent's character is placed, and this character may be one that operates based on the actions of a second player, who is different from the first player.
[0014] Within the virtual space of the battlefield, the opponent's character is placed, and when the effect activated by using the first game medium is an attack on the character, a predetermined amount of damage may be deducted from the durability value associated with the character.
[0015] If, while processing corresponding to the activation of the effect of the first game medium is being performed on the battlefield, the first player chooses to use the second game medium by their action, the effect of using the second game medium may be activated immediately after the processing is completed.
[0016] Each of the multiple game media has attribute information, and a special effect may be activated when game media used consecutively more than a set number of times have the same attribute. [Effects of the Invention]
[0017] According to a game program of one embodiment of the present invention, multiple game media can be used in succession, and the actions of the player character are performed in succession in correspondence with these media. For example, if both the first and second game media have attack effects set, by using the second game media immediately after using the first game media, the player character can continuously attack the enemy character without allowing the enemy character to take any action. In conventional turn-based card battle games, the timing of using game media is fixed, resulting in a monotonous game. However, by enabling the continuous use of game media, a real-time battle takes place between the player character and the enemy character, giving the player a sense of tension, increasing the strategic depth of the game, and preventing it from becoming monotonous. Furthermore, since the player character can attack unilaterally without waiting for the enemy character to act, the player can be given a sense of taking control of the battle. As a result, the player's sense of excitement, immersion, and satisfaction can be increased. [Brief explanation of the drawing]
[0018] [Figure 1] This is a block diagram showing the configuration of a communication system related to a subset of data. [Figure 2] This is a block diagram showing the configuration of a communication device relating to one embodiment of the present invention. [Figure 3] This is a block diagram showing the server configuration for one embodiment of the present invention. [Figure 4] Block diagram showing the game processing function of a communication device relating to one embodiment of the present invention. [Figure 5] A block diagram showing the game processing functions of a server related to one embodiment of the present invention. [Figure 6] This is a schematic diagram showing a game image when a game program relating to one embodiment of the present invention is executed. [Figure 7] This is a schematic diagram showing a game image when a game program relating to one 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 schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 20] It is a schematic diagram showing a game image when a game program according to an embodiment of the present invention is executed. [Figure 21] It is a schematic diagram for explaining continuous use of game media having the same attribute in a game provided by executing a game program according to an embodiment of the present invention. [Figure 22] This is a schematic diagram illustrating the continuous use of game media with the same attributes in a game provided by executing a game program according 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. [Modes for carrying out the invention]
[0019] 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.
[0020] 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.
[0021] In this specification and in the claims, each term is defined as follows:
[0022] 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.
[0023] "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.
[0024] [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.
[0025] [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.
[0026] Figure 1 is a block diagram showing the configuration of a communication system 1000 according to one embodiment of the present invention.
[0027] 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.
[0028] The communication device 100 is, for example, an information processing terminal such as a smartphone, portable game console, home game console, or personal computer. The communication device 100 can communicate with the server 500 or other communication devices 100 by connecting to a network NW. Game programs can be installed on the communication device 100.
[0029] 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.
[0030] 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).
[0031] 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.
[0032] [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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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.
[0040] 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).
[0041] 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.
[0042] 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.
[0043] 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 occurring as the game progresses. For example, the notification unit 110 can notify the player using light, sound, or vibration when a predetermined condition has been met during game progression.
[0044] [1-3. Server Configuration] Figure 3 is a block diagram showing the configuration of server 500 according to one embodiment of the present invention.
[0045] The server 500 includes a control unit 501, a storage unit 502, and a communication unit 503.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] [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.
[0050] 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.
[0051] 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.
[0052] 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 are performed, for example, by touching the operation unit 104.
[0053] 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.
[0054] 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.
[0055] 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, processing to generate game images according to the progress of the game, but the details of the game progress processing will be described later.
[0056] 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.
[0057] 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.
[0058] 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.
[0059] [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.
[0060] Figure 5 is a block diagram showing the game processing function 50 of a server 500 according to one embodiment of the present invention.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] 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 the configuration data at a timing such as when an event occurs. In addition to the configuration data, the configuration data transmission unit 54 may also transmit current status data to the communication device 100.
[0067] [2. Game Program] A game program according to one embodiment of the present invention will be described with reference to Figures 6 to 22.
[0068] [2-1. Game Structure] The game program according to this embodiment is a game that uses multiple game media to constitute a deck, and can provide a game in which the player character can perform unilateral, continuous actions by using the game media in succession. The game includes battle events in which the player character battles enemy characters, and the game media are mainly used in battles with enemy characters. Here, "game media" refers to objects that can be used within the game. As described above, the game media are used in battles with enemy characters, but the player can own and manage them. That is, when no battle events are taking place, the player can display and visually check the multiple game media they own, or delete unnecessary game media. In addition, the player can select any number or a set number of game media from the multiple game media they own and build a deck that includes the selected game media.
[0069] As will be explained in more detail later, the game medium has predetermined effects set on it, and when the game medium is used by the player during a battle event, the player character placed in the virtual battle field acts in a way that activates the effect set on the game medium. In other words, the player does not directly control the player character, but can determine the player character's actions through the game medium. Furthermore, the game progresses in battle events in real time, not turn-based, and the player can use the game medium at their own timing as long as predetermined conditions are met. Thus, in the game according to this embodiment, the battle between the player's player character and the opponent's enemy character takes place in real time, utilizing the effects set on the game medium.
[0070] Here, we will explain the difference between turn-based and real-time gameplay in battle events. In turn-based gameplay, the player's turn and the opponent's turn alternate, and the player can only use game media during their turn, but not during the opponent's turn. In contrast, in real-time gameplay, there are no set turn-based actions, and the player can use game media at any time they decide.
[0071] The game according to this embodiment includes at least one battle event in which the player's character battles the opponent's character. In addition to battle events, the game according to this embodiment may also include movement events in which the player's character moves on a map, and it is also possible to configure the game so that a battle event occurs when the player's character moves to a specific location.
[0072] [2-1-1. Basic structure of game images] First, with reference to Figure 6, the configuration of the game images for battle events in the game according to this embodiment will be described. Here, the game image is an image (still image or video, etc.) displayed on the display unit 103 of the communication device 100 when the game program is executed. Also, for convenience, the following description will assume that the player's operation is a touch operation, but it is not limited to this, and the player's operation can be any operation on the operation unit 104.
[0073] Figure 6 is a schematic diagram showing the game image GI when a game program according to one embodiment of the present invention is executed.
[0074] The game image GI in Figure 6 displays the first character CH-1, the second character CH-2, the first durability value HP-1, the second durability value HP-2, the deck display section DK, action points AP, and battle points BP. The following describes these components displayed in the game image GI in detail.
[0075] (1) First character CH-1 and second character CH-2 The first character CH-1 is a player character used by the player in a battle event, and is placed in a virtual space called the battlefield, and acts according to the use of the game medium. The first character CH-1 may be one of several characters pre-prepared by the game program, or one of several characters owned by the player. On the other hand, the second character CH-2 is a character that the first character CH-1 must defeat in a battle event, a so-called enemy character. In the game according to this embodiment, the second character CH-2 may be a player character used by a player other than the player using the first character CH-1, or it may be a non-player character controlled by a predetermined algorithm defined by the game program. The second character CH-2 is also placed in a virtual space called the battlefield, and acts according to the operation of other players or under the control of an algorithm. For example, in the case of algorithmic control, the actions of the second character CH-2 may be executed at predetermined intervals, or at irregular intervals.
[0076] Each of the first character CH-1 and the second character CH-2 has parameters such as attack value and defense value. The attack value is a numerical value that represents the attack power of either the first character CH-1 or the second character CH-2. A higher attack value means that the amount of damage dealt by the attack will be greater. The defense value is a numerical value that represents the defense power of either the first character CH-1 or the second character CH-2. A higher defense value means that the amount of damage received from the attack will be less. The attack value and defense value are used in the calculation of damage.
[0077] (2) First durability value HP-1 and second durability value HP-2 The first durability value HP-1 and the second durability value HP-2 are parameters set for the first character CH-1 and the second character CH-2, respectively. The first durability value HP-1 is a numerical value representing the durability of the first character CH-1. When the first character CH-1 takes damage from an attack by the second character CH-2, the first durability value HP-1 decreases by the amount of damage. When the first durability value HP-1 reaches zero, the battle event ends. The same applies to the second durability value HP-2.
[0078] (3) Deck display unit DK A portion of the game media in a deck, which consists of multiple game media, is displayed in the deck display unit DK. In the game image GI of Figure 6, the deck display unit DK displays five of the game media included in the deck (the first game media GM-1 to the fifth game media GM-5). The first game media GM-1 to the fourth game media GM-4 are displayed as icons that can be touch-operated by the player. That is, the player can use the game media by selecting one of the first game media GM-1 to the fourth game media GM-4 and touching it. On the other hand, the fifth game media GM-5 is displayed smaller than the first game media GM-1 to the fourth game media GM-4 and cannot be touch-operated by the player. When one of the first game media GM-1 to the fourth game media GM-4 is used, the used game media is removed from the game image GI, and the fifth game media GM-5 is displayed as a touch-operable icon in its place. In other words, in the game image GI of Figure 6, the fifth game medium GM-5 is displayed as the next available replenishment game medium. When game medium GM-5 is displayed as a touchable icon, the fifth game medium GM-5 may be displayed in the position of a removed game medium, or another game medium may shift to fill the position of the removed game medium and be displayed next to the fourth game medium GM-4 (or next to the third game medium if the fourth game medium GM-4 has been removed). When any of the first to fourth game mediums GM-1 to GM-4 is used and the fifth game medium GM-5 is displayed as a touchable icon, another game medium randomly selected from the deck is displayed in the original position of the fifth game medium GM-5 as a replenishment game medium. For this reason, the position of the fifth game medium GM-5 in the game image GI of Figure 6 is sometimes referred to as the deck.
[0079] The number of game devices displayed as touch-operable icons is not limited to four. There may be multiple game devices displayed as touch-operable icons, including five or more.
[0080] The game medium shown in the game image GI of Figure 6 has a card shape. The card shape of the game medium allows for the creation of a world where the first character CH-1 uses cards to battle the second character CH-2, and players can enjoy the game within that world. The shape of the game medium is not limited to a card; it may also be coin-shaped. Preferably, the game medium is shaped like some kind of object.
[0081] Each game medium has a predetermined effect, and when it is used, that effect is activated. Here, we will explain the effects of the game medium.
[0082] The effects of game media primarily relate to the actions of the first character CH-1 or the second character CH-2. For example, game media effects can include attack, defense, healing, parameter changes, and status ailment application. When an attack effect is activated, the first character CH-1 can attack the second character CH-2 and inflict damage on the second character CH-2. When a defense effect is activated, the first character CH-1 can evade attacks from the second character CH-2 or reduce the amount of damage the first character CH-1 receives. When a healing effect is activated, the first character CH-1's first durability value HP-1 can be restored by a predetermined amount. When a parameter change effect is activated, the parameters of the first character CH-1 can be temporarily increased, or the parameters of the second character CH-2 can be temporarily decreased. When a status ailment application effect is activated, the second character CH-2 can be put at a disadvantage in battle, such as being temporarily unable to act.
[0083] Referring to the game image GI in Figure 6, the effects of the game media can be explained as follows: the first game media GM-1's "Power Attack," the fourth game media GM-4's "Attack," and the fifth game media GM-5's "Power Attack" are classified as offensive effects. The second game media GM-2's "Barrier" is classified as a defensive effect. The third game media GM-3's "Stun Attack" is classified as a status effect. However, the effects of the game media are not limited to those described above. It is preferable that the effects of the game media are represented by illustrations, shapes, symbols, or text. This allows the player to visually confirm the effects of the game media.
[0084] Each game medium has not only an effect but also a set of consumption points. Game mediums can be used by consuming the consumption points set for the game medium from the action points AP (described later). The consumption points may vary depending on the type of game medium. For example, referring to the game image GI in Figure 6, the first game medium GM-1 to the third game medium GM-3 and the fifth game medium GM-5 all have a consumption point of "2". The fourth game medium GM-4 has a consumption point of "1". It is preferable that the consumption points of a game medium are also displayed on the game medium itself. This allows the player to visually confirm the consumption points of the game medium.
[0085] Furthermore, game media have attributes assigned to them, in addition to effects and points consumed. For example, attributes may include, but are not limited to, color attributes related to colors such as red, blue, green, yellow, or black, or state attributes related to states such as fire, water, wind, earth, lightning, ice, or virus. In the game image GI of Figure 6, for convenience, the color attributes set for the game media are represented by hatching. The first game media GM-1 to the fourth game media GM-4 each have different hatching, and their color attributes are different from each other. The first game media GM-1 and the fifth game media GM-5 have the same hatching, and their color attributes are the same. It is preferable that the attributes of the game media are also represented on the displayed game media. This allows the player to visually confirm the attributes of the game media. Note that a single game medium may have multiple attributes with different classifications, such as color attributes and state attributes.
[0086] (4) Action Points AP Action Points (AP) are a variable parameter that can be increased or decreased based on the use of game media. Specifically, Action Points (AP) are consumed when game media are used. As mentioned above, game media have a set consumption point, and when game media is used, Action Points (AP) decrease by the amount of the consumption point of the used game media. Therefore, if Action Points (AP) are less than the consumption point of the game media, that game media cannot be used. However, Action Points (AP) recover over time at a predetermined rate of increase, so if Action Points (AP) recover to be greater than or equal to the consumption point of the game media, that game media can be used.
[0087] In the game image GI of Figure 6, Action Points (AP) are displayed as a numerical value (integer) and a gauge. However, the display of Action Points (AP) is not limited to this. Action Points (AP) may be displayed as either a numerical value or a gauge.
[0088] (5) Battle Points BP Battle Points (BP) are a variable parameter related to the activation of special effects distinct from the effects of game media. Battle Points (BP) increase when certain conditions are met. For example, Battle Points (BP) can increase by using game media, activating the effects of game media, or attacking a second character, CH-2, but are not limited to these. For example, if the condition is the use of game media, Battle Points (BP) may increase according to the points consumed by the game media used. Also, if the condition is the use of game media, Battle Points (BP) may increase by a predetermined amount if game media with the same attribute are used consecutively. If the condition is the activation of the effects of game media, Battle Points (BP) will increase by using game media that have the effect of increasing Battle Points (BP) by a predetermined amount. If the condition is an attack on a second character, CH-2, Battle Points (BP) may increase according to the amount of damage dealt. Note that the conditions for increasing Battle Points (BP) are not limited to those mentioned above. Also, there may be more than one predetermined condition.
[0089] Battle Points (BP) can be increased up to a predetermined value. As will be explained in more detail later, when Battle Points (BP) reach the set value, a special effect can be activated that allows for the effective use of game resources.
[0090] In the game image GI of Figure 6, a gauge is displayed as Battle Points (BP). However, the display of Battle Points (BP) is not limited to this. The display of Battle Points (BP) may consist only of a numerical value, or it may consist of a numerical value and a gauge. It may also display a set value.
[0091] The above describes a configuration where Battle Points (BP) are accumulated, but a configuration where Battle Points (BP) are subtracted is also possible. In a configuration where Battle Points (BP) are subtracted, Battle Points (BP) have a predetermined initial value, and are subtracted when certain conditions are met. When Battle Points (BP) reach zero, a special effect can be activated.
[0092] Action Points (AP) are parameters related to the activation of game effects, while Battle Points (BP) are parameters related to the activation of special effects. Since both Action Points (AP) and Battle Points (BP) are parameters that can be increased or decreased in a Battle Event, in this specification, Action Points (AP) and Battle Points (BP) may be referred to as First Game Points and Second Game Points, respectively.
[0093] [2-1-2. Game Progression Structure] Next, with reference to Figures 7 to 22, the main components of the game progression during a battle event in the game according to this embodiment will be described.
[0094] (1) Use of real-time game media Figures 7 to 9 are schematic diagrams showing game image GI when a game program according to one embodiment of the present invention is executed. Specifically, Figures 7 to 9 are game image GIs illustrating the use of a game medium, and are displayed in chronological order as follows: game image GI in Figure 7, game image GI in Figure 8, and game image GI in Figure 9.
[0095] The game image GI in Figure 7 shows a second character CH-2 attacking a first character CH-1. In this embodiment, battle events in the game are not turn-based but occur in real time. Therefore, even while the second character CH-2 is attacking the first character CH-1, the player can use the game medium to activate the effects of the game medium.
[0096] As shown in Figure 7, the player performs a touch operation on the second game medium GM-2. Specifically, the player touches the second game medium GM-2 with their finger FG and performs a swipe operation by sliding their finger upwards while still touching the second game medium GM-2. The consumption points set for the second game medium GM-2 are "2", and the action points AP "5" are greater than this. Therefore, the touched second game medium GM-2 can be used, and its effect is activated.
[0097] The game image GI in Figure 8 shows the first character CH-1 acting in response to the activation of the effect of the second game medium GM-2. The effect of the second game medium GM-2 is a "barrier," causing the first character CH-1 to act to evade the attacks of the second character CH-2, and reducing the amount of damage the first character CH-1 receives compared to normal.
[0098] In the game according to this embodiment, since the game medium can be used in real time, it is possible to configure the game so that when the game medium is used in conjunction with a specific timing of the second character CH-2's actions, an effect more advantageous than the normal effect of the game medium is activated. For example, when the game medium is used at a predetermined timing just before the attack hits the first character CH-1 during the second character CH-2's attack action, the amount of damage received by the first character CH-1 may be reduced from the normal amount, or the amount of damage may be zero (a so-called perfect guard). Alternatively, the first character CH-1 may act to deflect the attack of the second character CH-2, and then act to counterattack the second character CH-2 (a so-called parry).
[0099] Furthermore, as shown in the game image GI of Figure 8, the second game medium GM-2 that was used is removed from the game image GI. Also, if the predetermined condition for increasing Battle Points BP is the use of a game medium, then the Battle Points BP will increase due to the use of the second game medium GM-2.
[0100] In the game image GI of Figure 9, the fifth game medium GM-5 is displayed as touch-operable in the original display position of the erased second game medium GM-2. Also, because the fifth game medium GM-5 has been replenished, the sixth game medium GM-6, randomly selected from the deck, is displayed as a replacement game medium in the original display position of the fifth game medium GM-5.
[0101] Here, the action points AP after the second game medium GM-2 is used are "3". In the game according to this embodiment, if the action points AP immediately after using a game medium exceeds the points consumed by the next game medium to be used (in other words, any one of the game mediums displayed on the deck display unit DK), it is possible to use game mediums consecutively. Therefore, after using the second game medium GM-2, the player can attack the second character CH-2 using, for example, the first game medium GM-1, without depending on the actions of the second character CH-2. In this case, since the action points AP after using the first game medium GM-1 becomes "1", any game medium displayed on the deck display unit DK with a points consumption of 2 or more cannot be used, and touch operation becomes impossible. Thus, in the game according to this embodiment, as long as the action points AP exceeds the points consumed by the game mediums displayed on the deck display unit DK, the first character CH-1 can take consecutive actions unilaterally without depending on the actions of the second character CH-2.
[0102] As explained above, in the game according to this embodiment, real-time battles allow for the use of appropriate game media at the appropriate time in response to the actions of the second character CH-2. Therefore, players need to select and use game media according to the progress of the game in real time, preventing the game from becoming a monotonous one where players simply attack the second character CH-2. Furthermore, in the game according to this embodiment, the use of game media may be restricted by action points AP, so players need to consider not only the timing of using game media, but also the order or type of game media they use. Therefore, in the game according to this embodiment, the strategic depth of battle events is increased, a moderate sense of tension is given to the player, and a more exciting game than conventional turn-based games can be provided.
[0103] In the battle event of the game according to this embodiment, the player using the first character CH-1 wins when the second durability value HP-2 of the second character CH-2 reaches zero. Conversely, the player using the first character CH-1 loses when the first durability value HP-1 of the first character CH-1 reaches zero. The battle event ends when the winner or loser of the players is determined.
[0104] (2) Pre-attack animation by the second character CH-2 In the game according to this embodiment, the second character CH-2 can perform special attacks that inflict more damage than normal attacks, in addition to normal attacks. However, when the second character CH-2 performs a special attack, a pre-attack animation is shown to indicate the special attack. In other words, the special attack is performed after the pre-attack animation. In the game according to this embodiment, battles are conducted in real time, so the player can attempt to dodge the special attack during the pre-attack animation of the second character CH-2.
[0105] Figures 10 to 12 are schematic diagrams showing game image GI when a game program according to one embodiment of the present invention is executed. Specifically, Figures 10 to 12 are game image GIs that explain the pre-show animation that signals a special attack by the second character CH-2, and are displayed in chronological order as follows: game image GI of Figure 10, game image GI of Figure 11, and game image GI of Figure 12.
[0106] The game image GI in Figure 10 displays special attack points SP and special attack waiting time TI as a pre-show for a special attack by the second character CH-2. Special attack points SP are parameters related to preventing special attacks. Special attack waiting time TI is the time until the special attack is activated. In the game according to this embodiment, if the special attack points SP can be eliminated during the special attack waiting time TI, the activation of the special attack by the second character CH-2 can be prevented. The game image GI in Figure 10 displays five special attack points SP, but the number of special attack points SP is not limited to this. Any number of special attack points SP can be displayed in the game image GI, and for example, the number of special attack points SP may change depending on the amount of damage dealt by the special attack. Also, the game image GI in Figure 10 displays time and a gauge as special attack waiting time TI, but the display of special attack waiting time TI is not limited to this. The display of special attack waiting time TI may be either time or a gauge.
[0107] The game medium is also used in the pre-attack animation for the special attack performed by the second character, CH-2. As shown in Figure 11, the player performs a touch operation on the third game medium, GM-3. Specifically, the player touches the third game medium, GM-3, with their finger FG and performs a swipe operation, sliding their finger upwards while still touching the third game medium, GM-3. The consumption points set for the third game medium, GM-3, are "2," and the action point AP value of "5" exceeds this. Therefore, the third game medium, GM-3, can be used after being touched.
[0108] The game image GI in Figure 12 shows a state where the number of special attack points SP has decreased due to the use of the game medium. In addition, the third game medium GM-3 that was used has been removed from the game image GI. Special attack points SP can be removed according to the points consumed by the game medium. The third game medium GM-3 has a point consumption of "2", and correspondingly, 2 special attack points SP are removed. Specifically, 2 of the 5 special attack points are removed from the game image GI.
[0109] Furthermore, the number of Special Attack Points SP that disappear upon use of the game medium is not limited to the configuration described above. A configuration can also be applied in which a fixed number of Special Attack Points SP disappear upon use of the game medium, regardless of the points consumed by the game medium used. In addition, the number of Special Attack Points SP that disappear may be determined based on parameters such as the attack value of the first character CH-1. Moreover, the number of Special Attack Points SP that disappear may be determined according to the timing of the performance actions of the second character CH-2. For example, if the game medium is used at a predetermined timing during the performance actions of the second character CH-2, the number of Special Attack Points SP that disappear may increase.
[0110] If all Special Attack Points SP are depleted during the Special Attack Waiting Time TI countdown, the Special Attack by the second character CH-2 will not be performed. In other words, it is possible to avoid the activation of the Special Attack by the second character CH-2.
[0111] As explained above, unlike turn-based systems, the game according to this embodiment has a configuration that allows for continuous use of the game medium. Therefore, it is possible to employ a configuration in which a pre-animation of a special attack by the second character CH-2 is performed, and the special attack can be avoided by continuously using the game medium. In other words, by performing a pre-animation of a special attack by the second character CH-2, the player is given the opportunity to use the game medium continuously. Furthermore, in the game according to this embodiment, the pre-animation of the special attack by the second character CH-2 before it is activated gives the player a moderate sense of tension, preventing the game from becoming a monotonous one in which the player simply attacks the second character CH-2.
[0112] (3) Activation of special effects based on Battle Points (BP) Figure 13 is a schematic diagram showing the game image GI when a game program according to one embodiment of the present invention is executed. Specifically, Figure 13 shows the game image GI illustrating the special effects of the first character CH-1.
[0113] The game image GI in Figure 13 shows the state in which the Battle Points BP have reached a set value and a special effect has been activated. Specifically, to visually confirm that the special effect has been activated, "RUSH TIME" is displayed in the Battle Points BP gauge, and the first character CH-1 changes from its normal state to a special state. However, the state in which a special effect is activated is not limited to these. For example, when a special effect is activated, the background of the battlefield may change even if the first character CH-1 remains in its normal state. The special effect will continue for a predetermined set time. The Battle Points BP will be reset to zero when the special effect ends.
[0114] The activation of special effects can be triggered when Battle Points (BP) reach a set value, or it can be triggered by touching (e.g., tapping) the Battle Points (BP) icon once it reaches the set value. In the latter case, as long as Battle Points (BP) reach the set value, the player can activate the special effect at any time they like. Therefore, it is possible to activate the special effect immediately after Battle Points (BP) reach the set value, or to maintain the Battle Points (BP) at the set value and activate the special effect, for example, during the pre-animation of a special attack. In this way, entrusting the timing of special attack activation to the player can enhance the strategic depth of the game.
[0115] In the game according to this embodiment, players can gain an advantage in real-time battles by using many game media in a short period of time. Therefore, it is preferable that special effects activated based on battle points BP are those that allow for the effective use of game media. In the game image GI of Figure 13, the recovery speed of action points AP is increased compared to normal as a special effect. However, special effects are not limited to this. For example, a special effect may reduce the points consumed by game media by a predetermined percentage (for example, 1 / 2, but not limited to this). Such special effects can increase the opportunities to use game media, and players can use many game media while the special effect is active.
[0116] In the game according to this embodiment, unlike turn-based systems, the game medium can be used continuously. To promote the continuous use of the game medium, action points (AP) can be recovered at a recovery rate that allows the game medium to be used at all times while special effects are active. Alternatively, the game may be configured so that the recovery amount is equal to or greater than the points consumed by the game medium used. Furthermore, action points (AP) may be recovered based on the highest points consumed among the game mediums displayed in the deck display unit (DK) (for example, recovery rate = maximum points consumed / second), or based on the numerical value of action points (for example, recovery rate = approximately 50% of the maximum action points / second).
[0117] Furthermore, in order to inform the player that the game medium can be used continuously when a special effect is activated, the action points AP in the game image GI may be displayed in a way that does not reflect the recovery of action points AP. Here, with reference to Figures 14 to 16, the display of the game image GI in which the recovery of action points AP is not reflected will be explained.
[0118] Figures 14 to 16 are schematic diagrams showing the game image GI when a game program according to one embodiment of the present invention is executed.
[0119] Figure 14 shows the game image GI when a special effect is activated. The game image GI in Figure 14 displays the upper limit of action points (AP) and the corresponding gauge. In other words, the game image GI displays a number and a gauge indicating that action points (AP) are full. Specifically, the game image GI in Figure 14 displays "10," which is the upper limit of action points (AP), and a full gauge. In this case, while the action points (AP) themselves undergo calculations to recover at a faster rate than usual, the display can always show that action points (AP) are full (or not changing), regardless of the number based on those calculations. In other words, the game image GI can display action points (AP) as if they were fixed at a predetermined upper limit. Furthermore, even if a value exceeding the upper limit is set for the Action Points (AP) themselves (for example, setting the upper limit to "1000" only when a special effect is active, while the upper limit is "10"), the display will always show the Action Points (AP) as being full (or not changing), and the display will be such that the Action Points (AP) are fixed at the predetermined upper limit.
[0120] In the above configuration, a predetermined value was used as the upper limit for displaying Action Points (AP). However, this predetermined value may be the Action Points (AP) value immediately before the special effect is activated.
[0121] As described above, in the game image GI of Figure 14, the Action Points (AP) value and the corresponding gauge are displayed fixed at predetermined values, so that Action Points (AP) are not consumed even when the game medium is used. Therefore, players can use the game medium without worrying about the consumption of Action Points (AP).
[0122] Figure 15 is also a game image GI when a special effect is activated, and like the game image GI in Figure 14, the upper limit of action points AP and the corresponding gauge are displayed. Furthermore, in the game image GI of Figure 15, the consumption points set for each of the first game mediums GM-1 to the fifth game medium GM-5 are changed to "0" and are displayed. In this case, since the deduction of consumption points from action points AP is eliminated in the calculation process, action points AP can be displayed as fixed at a predetermined upper limit.
[0123] In the above configuration, the display of the game medium was changed in accordance with the change in the consumption point setting. However, it is also possible to maintain the display of the game medium in the game image GI and only change the consumption point setting of the game medium to "0". In this case, although the displayed value and the set value of the consumption point of the game medium will differ, since action points AP will no longer be consumed, it is possible to display the action points AP as fixed at a predetermined value. Furthermore, it is also possible to change the consumption point setting of the game medium to "0" and configure the system so that the consumption points are not displayed on the game medium.
[0124] As described above, in the game image GI of Figure 15, where action points (AP) are not consumed even when the game medium is used, the value of the action points (AP) and the corresponding gauge do not change. Therefore, the value of the action points (AP) and the corresponding gauge can be displayed as if they are fixed at a predetermined value. As a result, players can use the game medium without worrying about the consumption of action points (AP).
[0125] Figure 16 is also a game image GI when a special effect is activated, but unlike the game image GIs in Figures 14 and 15, the Action Points (AP) value and the corresponding gauge are not displayed. For example, if the recovery speed of Action Points (AP) is increased compared to normal, as explained in the game image GI of Figure 13; if Action Points (AP) are fixed to a predetermined value, as explained in the game image GI of Figure 14; or if the setting for the points consumed by the game medium is changed to "zero," as explained in the game image of Figure 15, it is possible to use the game medium without depending on the Action Points (AP). Therefore, it is also possible to configure the game image GI in Figure 16 without displaying Action Points (AP), regardless of the calculation process of Action Points (AP). In this case, it is also possible to configure the game without displaying the points consumed.
[0126] In the above configuration, action points (AP) are not displayed. However, it is also possible to apply an effect to the display of action points (AP) to make all or part of them invisible.
[0127] As mentioned above, in the game image GI of Figure 16, the action points AP themselves are not displayed, so players can use the game medium without worrying about the consumption of action points AP.
[0128] In the game images GI in Figures 14 and 15, while a special effect is active, for example, the action points AP, which indicate the upper limit and the corresponding gauge, are displayed, creating a visual effect that makes it appear as though the action points AP do not decrease. In addition, in the game image in Figure 16, the action points AP consumed by using the game medium are not displayed. In either case, the player can use the game medium without worrying about action points AP, thus encouraging continuous use of the game medium.
[0129] The game image GIs in Figures 14 to 16 are examples of game image GIs when special effects are activated, and are not limited to these. Regarding the display or non-display of action points AP, and the setting and display or non-display of consumption points for the game medium, any combination of configurations is possible as long as it does not deviate from the technical concept of the present invention and is not contradictory. For example, it is possible to change the setting of consumption points for the game medium, as explained in the game image GI of Figure 15, to "zero," and then not display the action points AP, as explained in the game image GI of Figure 16.
[0130] The above describes special effects that promote continuous use of the game medium, but in the game according to this embodiment, a different special effect may be activated in place of or in addition to such special effects. For example, the different special effect is an effect that is activated on the first character CH-1 or the second character CH-2. The special effect activated on the first character CH-1 may significantly increase all or part of the parameters of the first character CH-1 compared to the effect set in the game medium. In this case, in particular, the attack value of the first character CH-1 may be significantly increased, which can significantly increase the amount of damage dealt to the second character CH-2. Also, if the first player character CH-1 is afflicted with a status ailment, the status ailment may be nullified while the special effect is active. In this case, the nullification of the status ailment is temporary, and the status ailment that was afflicted on the first character CH-1 will reappear when the special effect ends. On the other hand, the special effect activated on the second character CH-2 is the action suspension of the second character CH-2. Furthermore, if the pre-attack animation for the special attack by the second character CH-2 is being performed, the countdown for the special attack waiting time TI may be stopped. Such special effects activated on the first character CH-1 or the second character CH-2 can also be superior to the effects of the game medium and can be one of the configurations that can give you an advantage in battle.
[0131] As explained above, in the game according to this embodiment, the gameplay can be enhanced by accumulating Battle Points (BP) in order to activate special effects, and activating special effects allows players to gain an advantage in battle. Furthermore, activating special effects provides or encourages players to use game media consecutively, allowing players to gain an advantage in the game. However, although special effects can give players an advantage in the game, the outcome of the game also depends on the timing of activating the special effects and how easily Battle Points (BP) can be accumulated. Therefore, in terms of deck composition, players can consider not only attack-focused decks that include many game media with high attack values, but also decks that incorporate game media related to increasing Battle Points (BP), even if it results in a slight decrease in attack power, and the deck composition is left to the player. Thus, with the activation of special effects based on Battle Points (BP), not only is strategic thinking in battle events important, but strategic thinking in deck composition is also important, which can enhance the strategic aspect of the game.
[0132] (4) Selection of game medium and automatic activation of its effects Figures 17 to 20 are schematic diagrams showing game image GI when a game program according to one embodiment of the present invention is executed. Specifically, Figures 17 to 20 are game image GIs that illustrate the selection and automatic use of the next game medium to be used while the first character CH-1 is acting based on the effect of the game medium used, and are displayed in chronological order as the game image GI of Figure 17, the game image GI of Figure 18, the game image GI of Figure 19, and the game image GI of Figure 20.
[0133] In the game image GI of Figure 17, the first game medium GM-1, which is classified as an attack effect, is used, and the first character CH-1, which acts in response to the effect of the first game medium GM-1, is displayed. At this time, as shown in Figure 18, the player performs a touch operation on the third game medium GM-3. Specifically, the player touches the third game medium GM-3 with their finger FG, and then performs a tap operation to release the touch by lifting their finger FG from the third game medium GM-3. The consumption points set for the third game medium GM-3 are "2", and the action points AP of "3" are greater than this, so the third game medium GM-3 is usable. However, the first player character CH-1 is performing an action based on the effect of the first game medium GM-1, and even if the third game medium is used, the effect of the third game medium GM-3 cannot be immediately activated. Therefore, in the game according to this embodiment, the third game medium GM-3 to be used next can be selected so that the effect of the third game medium GM-3 is activated immediately after the first character CH-1's action corresponding to the effect of the first game medium GM-1 is completed. Specifically, as shown in Figure 19, if the tapped third game medium GM-3 is available, the third game medium GM-3 is displayed in a position above other touch-operable game mediums. This puts the third game medium GM-3 into a selected state. Then, as shown in Figure 20, as soon as the first character CH-1's action corresponding to the effect of the first game medium GM-1 is completed, the effect of the selected third game medium GM-3 is automatically activated.
[0134] The above describes a display configuration in which the selected game medium is moved and displayed at the top, but the display configuration for the selected game medium is not limited to this. The display configuration for the selected game medium is sufficient as long as it allows the next game medium to be used to be visually confirmed. For example, it may be a configuration in which the selected game medium is illuminated, or a configuration in which the word "NEXT" or similar is superimposed on the selected game medium, or a configuration in which the display area for the selected game medium is set in advance within the game image GI, and the selected game medium is moved to that display area and displayed.
[0135] Furthermore, the touch operation used to select the game medium is not limited to tapping; swiping is also acceptable.
[0136] As explained above, unlike turn-based systems, the game according to this embodiment has a configuration that allows for the continuous use of game media, and therefore a configuration that assumes the continuous use of game media can be adopted. Specifically, even when the first character CH-1 is taking action, by selecting the next game media to be used, it becomes possible to use game media continuously without any gaps. Furthermore, when a special effect is activated, the continuous use of game media is promoted, and by selecting the next game media to be used, the convenience of player operation can be improved. Moreover, if there is a period of time when the player cannot perform any operation while the first character CH-1 is taking action based on the effect of a game media, the tempo of the game may be disrupted, and the player may feel stressed. Therefore, if the player can consider and operate the next game media to be used even when the first character CH-1 is taking action based on the effect of a game media, the game can be played at a good tempo.
[0137] (5) Granting effects through the continuous use of game media of the same attribute In the game according to this embodiment, if game media with the same attributes are used consecutively a predetermined number of times, an effect different from the effect of the game media (hereinafter referred to as "combo effect") can be granted.
[0138] Figures 21 and 22 are schematic diagrams illustrating the continuous use of game media with the same attributes in a game provided by executing a game program according to one embodiment of the present invention.
[0139] Figure 21 shows three game media (the first game media GM-1 to the third game media GM-3) with the same color attribute CL-A. The first game media GM-1 to the third game media GM-3 are used in sequence. That is, the first game media GM-1 with color attribute CL-A is used first, then the second game media GM-2 with color attribute CL-A is used second, and then the third game media GM-3 with color attribute CL-A is used third. In this way, when three game media used consecutively have the same color attribute, the effect of the third game media GM-3 used third is granted a combo effect. For example, the combo effect may be an increase in the amount of damage dealt in an attack or an increase in the amount of Battle Points (BP) gained, but is not limited to these.
[0140] The combo effect is applied to subsequent use of game media from the fourth time onward. That is, when a game media with color attribute CL-A is used for the fourth time, the combo effect is also applied to the effect of the game media used for the fourth time. The combo effect can also be configured so that its effect increases with the number of game media used consecutively.
[0141] In the above explanation, the number of game media required to grant a combo effect, i.e., the number of game media with the same color attribute used consecutively, was described as three, but this is not limited to this. The number of game media with the same color attribute used consecutively can be set to three or more values.
[0142] Figure 22 shows game media with not only color attributes but also state attributes. In Figure 22, the first game media GM-1, the second game media GM-2, the third game media GM-3, and the fourth game media GM-4 are each set to state attribute ST-A representing "fire," state attribute ST-B representing "lightning," state attribute ST-C representing "virus," and state attribute ST-D representing "ice," respectively. In this case, even if the color attributes are different, if game media with the same state attribute are used consecutively, a combo effect is applied to the effect of the game media used third time. For example, as shown in Figure 22, when the first game media GM-1, the fifth game media GM-5, and the sixth game media GM-6, all with the same state attribute ST-A, are used consecutively, a combo effect is applied to the effect of the sixth game media GM-6.
[0143] As described above, in the game according to this embodiment, during continuous use of the game medium, the player can consider using the game medium while visually confirming the actions of the second character CH-2, and can also consider whether or not to utilize combo effects, thereby enhancing the gameplay. Furthermore, the player can construct a deck that actively utilizes combo effects, thereby enhancing the strategic aspect of the game.
[0144] [2-2. Game Progression Processing] The player can play the game using the communication device 100. 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 game to activate the effects of the game medium based on the game operation command corresponding to the touch operation. Below, we will mainly explain the game progression processing in battle events with reference to Figures 23 to 26. In addition, the game image GI in Figures 6 to 22 may be referenced in the explanation of the game progression processing.
[0145] Figures 23 to 26 are flowcharts illustrating the game progression process executed in a game program according to one embodiment of the present invention. Note that the steps shown in the flowcharts of Figures 23 to 26 are examples, and further steps may be included, or some steps may be omitted.
[0146] As shown in the flowchart in Figure 23, the game progression process for a battle event includes steps S1100 to S1700. Steps S1100 to S1700 will be explained in order below.
[0147] (1) Step S1100 In step S1100, it is determined whether or not the player has performed a touch operation on the game medium. For example, if the player swipes the second game medium GM-2 (see Figure 7), it is determined that a touch operation has been performed on the game medium. However, a touch operation on the game medium is not limited to a swipe operation; it may also be a long press operation. If a touch operation on the game medium is performed (step S1100: YES), step S1200 is executed. On the other hand, if no touch operation on the game medium is performed (step S1100: NO), step S1300 is executed.
[0148] (2) Step S1200 In step S1200, the game medium usage process is executed based on touch operations on the game medium. The game medium usage process will be explained with reference to the flowchart shown in Figure 24.
[0149] (2-1) Step S1201 In step S1201, it is determined whether the action points AP are equal to or greater than the consumption points of the game medium that was touched in step S1100. In this embodiment, the game medium has consumption points set, and action points AP are consumed when the game medium is used. Therefore, the game medium cannot be used unless the action points AP are equal to or greater than the consumption points of the game medium. For example, if the value of the action points AP is "5" and the consumption points of the second game medium GM-2 that was touched are "2" (see Figure 7), it is determined that the action points AP are equal to or greater than the consumption points of the second game medium GM-2. If the action points AP are equal to or greater than the consumption points of the game medium (step S1201: YES), step S1202 is executed. On the other hand, if the action points AP are less than the consumption points of the game (step S1201: NO), the game medium usage process in step S1200 is terminated.
[0150] (2-2) Step S1202 In step S1202, a calculation is performed to subtract the points consumed by the game medium to be used from the action points AP. As a result, action points AP are consumed, and the effect of the game medium that was determined to be usable in step S1201 can be activated. For example, if a second game medium GM-2 with a point consumption of "2" is used, the action points AP decrease from "5" to "3" (see Figures 7 and 8).
[0151] Furthermore, if the accumulation condition for Battle Points (BP) is the use of a game medium, a calculation process is performed that adds an increase amount corresponding to the use of the game medium that activated the effect to the Battle Points (BP). This allows you to accumulate Battle Points (BP) and activate special effects.
[0152] (2-3) Step S1203 In step S1203, the action processing of the first character CH-1 corresponding to the effect of the game medium begins. Here, the action processing of the first character CH-1 corresponding to the effect of the game medium includes not only the action of activating the effect, but also the processing of the visual effects that make the effect activate. The time for the action of activating the effect and the time for the visual effects (hereinafter, these times are collectively referred to as the "action time of the first character CH-1") are set for each game medium, and the action time of the first character CH-1 may differ depending on the type of game medium. During the action processing of the first character CH-1, the effect of the game medium is activated. For example, if the second game medium GM-2 is a "barrier" which is classified as a defensive effect, the attack from the second character CH-2 will be avoided or the amount of damage will be reduced (see Figure 7). Also, if the third game medium GM-3 is a "stun attack" which is classified as a status ailment effect, the second character CH-2 will be unable to act for a certain period of time (see Figure 20).
[0153] (2-4) Step S1204 In step S1204, it is determined whether game media with the same attribute have been used consecutively a set number of times. For example, if the set number of uses is 3, and the first game media GM-1 with color attribute CL-A is used first, then the second game media GM-2 with color attribute CL-A is used second, and then the third game media GM-3 with color attribute CL-A is used third (see Figure 21), then it is determined that game media with the same attribute have been used consecutively a set number of times. If game media with the same attribute have been used consecutively a set number of times (step S1204: YES), step S1205 is executed. On the other hand, if game media with the same attribute have not been used consecutively a set number of times (step S1204: NO), step S1206 is executed.
[0154] (2-5) Step S1205 In step S1205, the process of granting combo effects through the consecutive use of game media with the same attribute is executed. For example, if the set number of uses is 3, the combo effect is granted to the effect of the third game media used. Combo effects include, but are not limited to, an increase in the amount of damage dealt in an attack or an increase in the amount of Battle Points (BP) gained. After step S1205 is executed, step S1206 is executed.
[0155] (2-6) Step S1206 In step S1206, it is determined whether or not the player has performed a touch operation on the game medium. In the game according to this embodiment, the player can select the next game medium to use by touch operation within the operation time of the first character CH-1. For example, the player selects the third game medium GM-3 When a tap operation is performed (see Figure 18), it is determined that a touch operation has been performed on the game medium. However, a touch operation on the game medium is not limited to a tap operation; it may also be a swipe operation. If a touch operation is performed on the game medium (step S1206: YES), step S1207 is executed. On the other hand, if no touch operation is performed on the game medium (step S1206: NO), step S1209 is executed.
[0156] (2-7) Step S1207 In step S1207, it is determined whether the action points AP are equal to or greater than the consumption points of the game medium that was touched in step S1206. For example, if the value of the action points AP is "3" and the consumption points of the third game medium GM-3 that was touched are "2" (see Figure 18), it is determined that the action points AP are equal to or greater than the consumption points of the third game medium GM-3. If the action points AP are equal to or greater than the consumption points of the game medium (step S1207: YES), step S1208 is executed. On the other hand, if the action points AP are less than the consumption points of the game medium (step S1207: NO), step S1209 is executed.
[0157] (2-8) Step S1208 In step S1208, the selection process for the game medium that was touch-operated in step S1207 is performed. During the operation time of the first character CH-1, the selected game medium is displayed differently from the other unselected game mediums so that the next game medium to be activated can be visually confirmed. For example, the selected third game medium GM-3 is displayed positioned above the other unselected game mediums (see Figure 19). However, the display of the selected game medium is not limited to this. The selected game medium may be displayed larger than the other unselected game mediums. After step S1208 is performed, step S1209 is performed.
[0158] Although a detailed explanation is omitted, the selected game medium may be deselected by performing a touch operation on the selected game medium again.
[0159] (2-9) Step S1209 In step S1209, after the operation time of the first character CH-1 has elapsed, the operation processing of the first character CH-1 corresponding to the effect of the game medium is completed.
[0160] (2-10) Step S1210 In step S1210, it is determined whether or not a game medium selected in step S1208 exists. If a game medium is selected, the usage process for the selected game medium is executed immediately after the previously used game medium. For example, if the third game medium GM-3 is selected, it is determined that the selected third game medium GM-3 exists. If a game medium is selected (step S1210: YES), step S1202 is executed again. That is, by repeating steps S1202 to S1209, the effect of the selected game medium can be activated. On the other hand, if no game medium is selected (step S1210: NO), the game medium usage process in step S1200 ends.
[0161] (3) Step S1300 Step S1300 determines whether or not a special effect can be activated. For example, if the Battle Points (BP) reach a set value, or if the player touches the Battle Points (BP) that have reached the set value, it is determined that a special effect can be activated. If a special effect can be activated (Step S1300: YES), Step S1400 is executed. On the other hand, if a special effect cannot be activated (Step S1300: NO), Step S1500 is executed.
[0162] (4) Step S1400 In step S1400, the process for activating special effects is executed. The process for activating special effects will be explained with reference to the flowchart shown in Figure 25.
[0163] (4-1) Step S1401 In step S1401, the special effect animation process begins so that players can visually confirm that the special effect is active. For example, text or a graphic indicating that the special effect is active will be displayed within the Battle Point (BP) gauge (see Figure 13).
[0164] (4-2) Step S1402 In step S1402, a pre-set special effect, different from the effect of the game medium, is activated. The special effect lasts for a pre-set duration. Details of the special effect have been described above, so they will not be explained here.
[0165] (4-3) Step S1403 In step S1403, the process for using the game medium is executed. In the game according to this embodiment, the game medium can be used even while special effects are being activated. The process for using the game medium in step S1403 is the same as the process for using the game medium in step S1200, so its explanation is omitted here.
[0166] (4-4) Step S1404 In step S1404, it is determined whether the activation time for the special effect has elapsed. If the activation time has elapsed (step S1404: YES), step S1405 is executed. On the other hand, if the activation time has not elapsed (step S1405: NO), step S1403 is executed again.
[0167] (4-5) Step S1405 In step S1405, the special effects processing is completed. This allows the player to visually confirm that the special effects have finished.
[0168] (4-6) Step S1406 Step S1406 ends the activation of the special effect. As the special effect ends, the Battle Points (BP) are reset, and the Battle Points (BP) value becomes zero.
[0169] When step S1406 is executed, the special effect activation process in step S1400 is terminated.
[0170] (5) Step S1500 Step S1500 determines whether or not a special attack will be performed by the second character CH-2. The special attack by the second character CH-2 will begin after a set time has elapsed from the start of the battle event. However, the timing of the special attack by the second character CH-2 is not limited to this. The special attack by the second character CH-2 may also begin if the second character's HP-2 is below a threshold. If a special attack is performed by the second character CH-2 (Step S1500: YES), step S1600 is executed. On the other hand, if a special attack is not performed by the second character CH-2 (Step S1500: NO), step S1700 is executed.
[0171] (6) Step S1600 In step S1600, a pre-performance process is executed before the special attack by the second character CH-2 is performed. This pre-performance process allows the player to meet certain conditions in the pre-performance and avoid the special attack by the second character CH-2. The pre-performance process for the special attack will be explained with reference to the flowchart shown in Figure 26.
[0172] (6-1) Step S1601 In step S1601, the special attack points SP and special attack waiting time TI are displayed on the game image GI (see Figure 10). This allows the player to visually confirm that a special attack is being performed by the second character CH-2.
[0173] (6-2) Step S1602 In step S1602, it is determined whether or not the player has performed a touch operation on the game medium. For example, if the player swipes the third game medium GM-3 (see Figure 11), it is determined that a touch operation has been performed on the game medium. However, a touch operation on the game medium is not limited to a swipe operation; it may also be a long press operation. If a touch operation on the game medium has been performed (step S1602: YES), step S1603 is executed. On the other hand, if no touch operation on the game medium has been performed (step S1602: NO), step S1605 is executed.
[0174] (6-3) Step S1603 In step S1603, it is determined whether the action points AP are equal to or greater than the points consumed by the game medium that was touched in step S1602. In this embodiment, the special attack by the second character CH-2 can be avoided using the game medium. For example, when the value of the action points AP is "5" and the points consumed by the third game medium GM-3 that was touched are "2" (see Figure 11), it is determined that the action points AP are equal to or greater than the points consumed by the third game medium GM-3. If the action points AP are equal to or greater than the points consumed by the game medium (step S1603: YES), step S1604 is executed. On the other hand, if the action points AP are less than the points consumed by the game (step S1603: NO), step S1605 is executed.
[0175] (6-4) Step S1604 In step S1604, a process is executed to remove the number of special attack points SP corresponding to the points consumed by the game medium that was touch-operated in step S1602 from the game image GI. For example, if the points consumed by the third game medium GM-3 used is "2", then 2 special attack points SP are removed from the game image GI (see Figure 12).
[0176] Furthermore, as mentioned above, it is also possible to configure the system so that the number of special attack points SP that disappear is determined independently of the points consumed by the third game medium GM-3 used.
[0177] (6-5) Step S1605 In step S1605, it is determined whether the number of special attack points SP is zero. If all special attack points SP are removed and the number of special attack points SP is zero, the special attack by the second character CH-2 is not activated. In other words, the special attack by the second character CH-2 is avoided. Therefore, if the number of special attack points SP is zero (step S1605: YES), the special attack processing ends. On the other hand, if the number of special attack points SP is not zero (step S1605: NO), step S1606 is executed.
[0178] (6-6) Step S1606 In step S1606, it is determined whether the special attack waiting time TI is zero. If the special attack waiting time TI is zero (step S1606: YES), step S1607 is executed. On the other hand, if the special attack waiting time TI is not zero, step S1602 is executed again.
[0179] (6-7) Step S1607 In step S1607, the process for activating a special attack by the second character CH-2 is executed. If the special attack waiting time is zero and the special attack points SP are not zero, the special attack by the second character CH-2 is activated, and the first character CH-1 takes heavy damage. For example, as part of the special attack activation process, the action process corresponding to the special attack by the second character CH-2 is executed, and the calculation process for the amount of damage that the first character CH-1 will receive from the special attack by the second character CH-2 is executed. In addition, the process of subtracting the amount of damage calculated from the first character's durability value HP-1 is executed. After step S1607 is executed, the pre-animation process for the special attack ends.
[0180] (7) Step S1700 In step S1700, it is determined whether the first durability value HP-1 or the second durability value HP-2 is zero. If the first durability value HP-1 is zero, the first character CH-1 becomes incapacitated, and the player using the first character CH-1 is defeated. On the other hand, if the second durability value HP-2 is zero, the second character CH-2 becomes incapacitated, and the player using the first character CH-1 is victorious. The battle event ends once the winner is determined. Therefore, if the first durability value HP-1 or the second durability value HP-2 is zero (step S1700: YES), the game progression process in the battle event ends. On the other hand, if neither the first durability value HP-1 nor the second durability value HP-2 is zero (step S1700: NO), step S1100 is executed, and the game progression process in the battle event continues.
[0181] In the game progression process of a battle event, the process of using the game medium is repeatedly executed in steps S1200 and S1403. As long as the action points AP exceed the points consumed by the game medium, it is possible to use the game medium continuously without depending on the actions of the second character CH-2. In other words, in the game program according to this embodiment, as long as the action points immediately after the points consumed by using the game medium are exceeded the points consumed by the game medium displayed on the deck display unit DK, it is possible to use the game medium displayed on the deck display unit DK.
[0182] After the battle event ends, if the player using the first character CH-1 wins, they can start a battle event with another enemy character. On the other hand, if the player using the first character CH-1 loses, the game ends.
[0183] As described above, in this embodiment, by executing a game program on the communication system 1000, it is possible to provide a game that enables continuous actions of the first character CH-1 by using multiple game media that constitute the deck in succession. Specifically, in the battle events included in the game, battles are conducted in real time rather than in turns, so multiple game media can be used in succession, and the actions of the player character are performed in succession in correspondence with this. In this way, by enabling the continuous use of game media, a real-time battle takes place between the first character CH-1 and the second character CH-2, which gives the player a sense of tension, enhances the strategic aspect of the game, and prevents the game from becoming monotonous. Furthermore, by enabling the continuous use of game media, it is possible to adopt configurations such as pre-animation of special attacks by the second character CH-2 or activation of special effects based on battle points BP, thereby improving the gameplay.
[0184] 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.
[0185] 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]
[0186] 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, CH-1: First character, CH-2: Second character, DK: Deck display unit, GI: Game images, GM-1: First game medium, GM-2: Second game medium, GM-3: Third game medium, GM-4: Fourth game medium, GM-5: Fifth game medium, GM-6: Sixth game medium, AP: Action Points, BP: Battle Points HP-1: First durability value, HP-2: Second durability value, NW: Network, SP: Special Attack Points, TI: Special attack cooldown time, FG:Finger
Claims
1. A game program that provides a game that uses multiple game media for which points are set to be consumed, The system displays a first game point that can be increased or decreased, which is associated with the aforementioned consumption points. A second game point, which is different from the first game point and can be increased or decreased, is displayed. The system displays a first game medium, which has at least a first consumption point set, a second game medium, which has a second consumption point set, and a third game medium, which is replenished when the first or second game medium is used, among the multiple game mediums. When the first game medium is used by the first player, the third game medium is displayed in the position where the first game medium was displayed, and the first consumption points are subtracted from the first game points. When the first game points immediately after the first consumption points are deducted exceed the second consumption points, the use of the second game medium is made possible immediately following the use of the first game medium. The subtracted first game points are increased based on a first recovery condition that recovers over time. The aforementioned second game points have a predetermined value and increase or decrease depending on the fulfillment of certain conditions. A game program that causes a computer to perform the following actions: when the second game points reach a set value, or when the second game points are subtracted from the set value to zero, the first game points increase according to a second recovery condition different from the first recovery condition.
2. A game program that provides a game that uses multiple game media for which points are set to be consumed, The system displays a first game point that can be increased or decreased, which is associated with the aforementioned consumption points. A second game point, which is different from the first game point and can be increased or decreased, is displayed. The system displays a first game medium, which has at least a first consumption point set, a second game medium, which has a second consumption point set, and a third game medium, which is replenished when the first or second game medium is used, among the multiple game mediums. When the first game medium is used by the first player, the third game medium is displayed in the position where the first game medium was displayed, and the first consumption points are subtracted from the first game points. When the first game points immediately after the first consumption points are deducted exceed the second consumption points, the use of the second game medium is made possible immediately following the use of the first game medium. The aforementioned second game points have a predetermined value and increase or decrease depending on the fulfillment of certain conditions. A game program that causes a computer to reduce the consumption points of the displayed game medium when the second game points reach a set value, or when the second game points are subtracted from the set value and become zero.
3. A game program that provides a game that uses multiple game media for which points are set to be consumed, The system displays a first game point that can be increased or decreased, which is associated with the aforementioned consumption points. A second game point, which is different from the first game point and can be increased or decreased, is displayed. The system displays a first game medium, which has at least a first consumption point set, a second game medium, which has a second consumption point set, and a third game medium, which is replenished when the first or second game medium is used, among the multiple game mediums. When the first game medium is used by the first player, the third game medium is displayed in the position where the first game medium was displayed, and the first consumption points are subtracted from the first game points. When the first game points immediately after the first consumption points are deducted exceed the second consumption points, the use of the second game medium is made possible immediately following the use of the first game medium. The aforementioned second game points have a predetermined value and increase or decrease depending on the fulfillment of certain conditions. A game program that causes a computer to display the first game points so that they are fixed at a predetermined value, or not display the first game points, when the second game points reach a set value, or when the second game points are subtracted from the set value and become zero.
4. The game program according to claim 3, wherein when the second game points reach a set value, or when the second game points are subtracted from the set value to zero, the first game points are set to a value exceeding the predetermined value.
5. The game program according to claim 3, wherein when the second game points reach a set value, or when the second game points are subtracted from the set value and become zero, the consumed points of the game medium are set to zero and displayed, or the consumed points of the game medium are not displayed.
6. The game program according to any one of claims 1 to 3, wherein the game is not turn-based.
7. The game medium is a game program according to any one of claims 1 to 3, having a card shape.
8. Within the virtual battlefield, the opponent's character is placed, The game program according to any one of claims 1 to 3, wherein the character is a character that operates based on the actions of a second player different from the first player.
9. Within the virtual battlefield, the opponent's character is placed, The game program according to any one of claims 1 to 3, wherein when the effect activated by using the first game medium is an attack on the character, a predetermined amount of damage is subtracted from the durability value associated with the character.
10. The game program according to claim 9, wherein, while processing corresponding to the activation of the effect of the first game medium is being performed within the battlefield, the use of the second game medium is selected by the operation of the first player, and the effect of using the second game medium is activated immediately after the completion of the processing.
11. Each of the aforementioned game media has information about attributes, A game program according to any one of claims 1 to 3, wherein a special effect is activated when the game medium used consecutively for a set number of times or more has the same attribute.
Citation Information
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