Computer program, game system used for same, and control method
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2026-01-09
- Publication Date
- 2026-07-30
Smart Images

Figure JP2026000452_30072026_PF_FP_ABST
Abstract
Description
Computer Program, Game System Using the Same, and Control Method , ,
[0004] ,
[0005]
[0001] The present invention relates to a computer program and the like applied to a computer incorporated in a game system that provides a user with a game in which each character acts in order, using a display device that displays a game screen including a plurality of characters and an input device that inputs an action instruction for at least some of the plurality of characters.
[0002] There is a game system that provides a user with a game in which each character acts in order, using a display device that displays a game screen including a plurality of characters and an input device that inputs an action instruction for at least some of the plurality of characters. For example, a game device that provides a battle game in which a player character and an enemy character act according to a given action order is known (see, for example, Patent Document 1).
[0003] Japanese Patent Application Laid-Open No. 2014-150895
[0004] The battle game of Patent Document 1 is classified as a game called a so-called timeline battle game. A game in which a part (this part is called a timeline) for arranging each character in the order of action is provided on the game screen may be called a timeline battle game. In a timeline battle game, it is possible to visually recognize which character will be able to activate a command next by the timeline.
[0005] In timeline battles, the order of actions, once determined, is generally fixed. Therefore, depending on the order, a player character's actions may be wasted. For example, when multiple player characters are involved, if another player character is instructed to support one player character's attack power increase, and that character attacks before the attack power increase, the other player character's support will not be effective, at least for that action. Therefore, there is a need to change the order of actions to match the actual actions. This need exists not only in games called timeline battles, but also in games where each character acts in sequence. On the other hand, in these games, it is also argued that actions should be instructed to each character with the order of action in mind, and arbitrarily changing the order could lead to a decrease in the game's enjoyment.
[0006] Therefore, the present invention aims to provide a computer program or the like that can provide an opportunity to change the order of actions of each character, but only under specific circumstances.
[0007] The present invention provides a computer incorporated into a game system that uses a display device that displays a game screen including multiple characters and an input device that inputs action instructions for at least some of the multiple characters to provide a user with a game in which each character acts in sequence. The computer functions as a situation setting means for setting a cooperation status for granting a predetermined number of characters a bonus when the action order of a predetermined number of the multiple characters satisfies cooperation conditions, and as an opportunity granting means for giving the user an opportunity to change at least some of the action order of the predetermined number of characters when the cooperation status is set.
[0008] Furthermore, the present invention provides a game to a user in which each character acts in sequence, using a display device that displays a game screen including multiple characters and an input device that inputs action instructions for at least some of the multiple characters, and comprises a situation setting means for setting a cooperation status for granting a bonus to a predetermined number of characters when the action order of a predetermined number of the multiple characters satisfies cooperation conditions, and an opportunity granting means for giving the user an opportunity to change at least some of the action order of the predetermined number of characters when the cooperation status is set.
[0009] Alternatively, the control method of the present invention involves causing a computer incorporated into a game system that provides a user with a game in which each character acts in sequence, using a display device that displays a game screen including multiple characters and an input device that inputs action instructions for at least some of the multiple characters, to execute a situation setting procedure for setting a cooperation status for which a predetermined number of characters will be granted a bonus when the action order of a predetermined number of the multiple characters satisfies cooperation conditions, and an opportunity granting procedure for granting the user an opportunity to change at least some of the action order of the predetermined number of characters when the cooperation status has been set.
[0010] A diagram showing the schematic configuration of a network system to which a game system according to one embodiment of the present invention is applied. A functional block diagram showing the main parts of the control system of the network system. A diagram schematically showing an example of a battle screen. An explanatory diagram for explaining an example of changing the order in a cooperation situation. An explanatory diagram for explaining an example of a method for determining the order of actions (predetermined rules). A diagram schematically showing an example of a battle screen that includes information indicating the next action order when a command is selected. A flowchart showing an example of the procedure for cooperation processing. A diagram schematically showing an example of a battle screen according to a modified example.
[0011] (Overall Configuration) The following describes a control method according to one embodiment of the present invention and a game system (a game system according to one embodiment of the present invention) to which a computer program is implemented, with reference to the drawings. First, the overall configuration of a network system to which a game system according to one embodiment of the present invention is applied will be described with reference to Figure 1. As shown in Figure 1, the network system 1 is configured as a client-server type system including a plurality of user devices 3 as clients and a game server 2 connected to each user device 3 via the network NT.
[0012] User device 3 is a device made available for use by the user and is a computer device (information communication terminal device) equipped with information communication functions via network NT. User device 3 implements a computer program according to one embodiment of the present invention. It functions as a game system according to one embodiment of the present invention in network system 1. A smartphone or tablet terminal equipped with communication call functions may be used as user device 3. User device 3 may be a PC (abbreviation for personal computer), or a personal or home game console provided as a so-called consumer game console. Furthermore, a commercial game machine provided as a so-called arcade game machine may be used as user device 3. Below, an example will be described in which a smartphone is used as user device 3.
[0013] User device 3 (smartphone) functions as a game machine by implementing predetermined software (application). The predetermined software (hereinafter sometimes referred to as a game app) is configured as a computer program that provides the user with a game in which each character acts in sequence, using a display device that displays a game screen including multiple characters and an input device that inputs action instructions for at least some of those multiple characters. The characters include not only human concepts but also various concepts that are given personal characteristics, such as animals and objects (e.g., vehicles).
[0014] User device 3 may provide various games, such as action games, simulation games, or role-playing (RPG) games, via a game application. The part in which each character acts in sequence may be incorporated into some or all of these games as appropriate. For example, a type of game in which players input commands such as attacks as action instructions to compete is sometimes called a command battle. In a command battle, there may be a cooldown period after an action is performed that does not accept command input. In addition, this type of command battle may have a section called a timeline on the game screen. The timeline is a section that displays each character in order of action so that it is possible to see which character will be able to activate a command next. A command battle in which a battle is performed on a game screen (battle screen) that includes a timeline may be called a timeline battle. Below, we will explain an example in which a game application provides an RPG game that includes a timeline battle.
[0015] Game Server 2 may be configured by combining multiple server units (server devices) as appropriate, or it may be configured as a single server unit. Game Server 2 may also be configured as a cloud server utilizing cloud computing technology. Game Server 2 provides various game-related services to User Device 3. These services include, for example, a distribution service. The distribution service is a service that distributes computer programs (including game application updates) and various data necessary to play the game on User Device 3.
[0016] Game-related services may include services such as matching services, relay services, authentication services, storage services, billing services, community services, or ID assignment services, in addition to distribution services. The matching service matches users (opponents or collaborators) of each user device 3. The relay service relays game information that should be shared between user devices 3. The authentication service receives user identification information from user devices 3 and authenticates those users. The storage service receives and stores data such as the usage history of authenticated users (for example, play data described later) from user devices 3. The billing service collects fees from users. The community service provides a place for interaction such as information dissemination, exchange, and sharing by users. The ID assignment service assigns a user ID to each user for identification.
[0017] Network NT may be configured as appropriate, as long as it allows the user device 3 to connect to the game server 2. For example, Network NT is configured to achieve network communication using the TCP / IP protocol. Typically, Network NT is configured by combining the internet as a WAN and an intranet as a LAN. In the example in Figure 1, the game server 2 is connected to Network NT via router NTr, and the user device 3 is connected via access point PP.
[0018] (Control System of the Network System) Next, the main parts of the control system of the network system 1 will be explained with reference to Figure 2. First, the game server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a processor unit that performs various calculation processes and operation controls according to a predetermined computer program, and internal memory and other peripheral devices necessary for its operation. The processor unit may appropriately include units such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), and an NPU (Neural network Processing Unit) (including cases where each processor unit is integrated as appropriate, such as when a GPU is incorporated into the CPU).
[0019] The storage unit 22 is an external storage device implemented by a storage unit that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data on a single storage unit, or it may be configured to distribute and store data across multiple storage units. The storage unit 22 stores the server program PG1 and the server data SD. The server program PG1 is a computer program that causes the control unit 21 to execute the processing necessary to provide various services to the user device 3.
[0020] The server data SD is data referenced by the server program PG1 in order to provide various services. The server data may include appropriate data related to various services. In the example in Figure 2, play data PD and character data CD are shown as examples.
[0021] Play Data PD is data that describes information about each user's past gameplay history. Play Data PD is not limited to gameplay history and may also include other information necessary for managing each user, such as various personal information including attributes such as gender or address. Each user's in-game possessions may be managed as appropriate, and are managed in Play Data PD as an example. For example, an RPG game may be configured to grant appropriate items such as companion characters (possessed characters) to users who meet certain granting conditions (purchase, lottery, or granting due to game progress, etc.). The possessions such as companion characters granted to users are then managed in Play Data PD so that they are associated with each user.
[0022] The Character Data CD is data that manages information about each character. For example, the Character Data CD includes information about various parameters that define each character. For instance, the Character Data CD describes parameters related to combat, such as each character's attack power, defense power, or skills. In RPG games, if a character's parameters change (e.g., grow), this growth may be managed in the Character Data CD, but it is also managed in the Play Data PD, for example. In this case, the Character Data CD manages information about the initial ability parameters before growth (in other words, information about parameters that apply to all users). Furthermore, parameters related to combat include information about cooldowns. For example, each character has a cooldown period set for each command before the next action is allowed after executing that command. The Character Data CD describes the cooldown information for each command. The cooldown section of the Character Data CD will be discussed further later.
[0023] The control unit 21 can be equipped with various logical devices through a combination of the control unit 21's hardware resources and the server program PG1 as a software resource. In the example shown in Figure 2, the service management unit 25 is shown as one example. The service management unit 25 is a logical device that executes various processes to realize the game-related services described above for the user device 3. For example, the service management unit 25 executes processes to realize distribution services. Input devices such as keyboards, output devices such as monitors, etc., may be connected to the control unit 21 as needed. However, their illustrations have been omitted.
[0024] On the other hand, the user device 3 is provided with a control unit 31 and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines a processor unit that performs various calculations and operation controls according to a predetermined computer program with internal memory and other peripheral devices necessary for its operation. The processor unit may appropriately include units such as a CPU, GPU, and NPU (including cases where each processor unit is integrated as appropriate, such as when a GPU is incorporated into the CPU).
[0025] The memory unit 32 is an external storage device implemented by a storage unit that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor memory device. The memory unit 32 stores the game program PG2 and game data GD. The game program PG2 is a computer program that causes the control unit 21 to execute the processing necessary to make the user device 3 function as a game device. The game program PG2 may include various programs as appropriate. For example, the game program PG2 includes a computer program for realizing a game application.
[0026] Game data GD is data referenced by the game program PG2 for providing the game. Game data GD may appropriately include various types of data necessary for playing the game (including various tables), such as image data or audio data. Image data is data for displaying various images for the game. Audio data is data for playing various types of sounds (including background music such as songs). In the example in Figure 2, play data PD and character data CD are shown as examples of such various types of data. Play data PD and character data CD are as described above. These are provided and stored from the game server 2 via a distribution service, for example.
[0027] The control unit 31 can be equipped with various logical devices through a combination of the control unit 31's hardware resources and the game program PG2 as software resources. Figure 2 shows, as an example, a progress control unit 33 and a data management unit 34.
[0028] The progress control unit 33 executes various processes necessary for the progress of the RPG game. These processes include those necessary to enjoy the services provided by the game server 2. For example, the progress control unit 33 executes various processes to realize timeline battles. Such processes include, for example, coordination processes. Details of the coordination process procedure will be described later.
[0029] The data management unit 34 performs various processes related to the management of game data GD. These processes include, for example, data acquisition, data update, and data transmission. The data acquisition process involves obtaining game data GD, such as play data PD or character data CD, from the game server 2. The data update process updates the game data GD as needed. Similarly, the data transmission process provides (transmits) the game data GD to the game server 2.
[0030] The user device 3 is equipped with appropriate output and input devices. In the example shown in Figure 2, a monitor MO, speaker SP, and touch sensor TS are shown as examples of output devices. All of these are general-purpose hardware installed in information and communication terminals such as smartphones. For example, the touch sensor TS is an input device that inputs a signal corresponding to the user's touch operation (operation by touching with a finger) to the control unit 31. The speaker SP is an output device for playing various sounds in response to signals from the control unit 31. The monitor MO is an output device (display device) for displaying game screens, etc., in response to signals from the control unit 31. In addition, the user device 3 may be equipped with various other devices as appropriate, such as a gyro sensor, acceleration sensor, and location information (e.g., GPS information) receiver.
[0031] (Timeline Battle) Next, the details of the timeline battle will be explained with reference to Figure 3. Figure 3 is a schematic diagram showing an example of a battle screen. The battle screen 50 is a game screen that provides a battle between an enemy character and the user's ally character as a timeline battle. The RPG game is provided as a competitive game through the battle screen 50. As shown in Figure 3, the battle screen 50 includes multiple characters 51, a command display unit 53, and a timeline 54.
[0032] The multiple characters 51 include enemy character 51A and ally character 51B. Enemy character 51A is a character 51 that corresponds to the enemy (opponent) of ally character 51B. Enemy character 51A may be a non-player character (NPC) operated by a computer (e.g., progress control unit 33) or another user (e.g., a user of another user device 3 connected via network NT). The number of enemy characters may also be arbitrary; in the example in Figure 3, one enemy character 51A is displayed.
[0033] Ally characters 51B are characters 51 to which the user inputs commands. A battle may be realized with an appropriate number of ally characters 51B, and in the example of Figure 3, five ally characters 51B are displayed. The five ally characters 51B may include a user character corresponding to the user (a character directly controlled by the user), or they may all be NPCs whose actions are instructed by the computer outside of the battle screen 50. In the example of Figure 3, five ally characters 51B are displayed, including one user character and four companion characters (characters assigned to the user). Companion characters are NPCs whose actions are instructed by the user on the battle screen 50, but whose actions are basically controlled by the computer on other game screens. In this example, the battle screen 50 functions as the game screen of the present invention. Also, the five ally characters function as some of the characters of the present invention.
[0034] The command display unit 53 is the part that displays various commands for each allied character 51B. The command display unit 53 may contain appropriate information regarding the various commands, and in the example in Figure 3, it includes command icons 55 (only some of the symbols are shown) corresponding to each command. The command icons 55 are icons that function as virtual push buttons indicating the location where a touch operation to instruct each command should be performed. The command display unit 53 displays command icons 55 corresponding to commands that the allied character 51B being instructed can execute (various actions such as various attack methods like activating skills, various defensive methods, or various support methods).
[0035] For example, various commands are provided for each character 51, such as attack commands that inflict damage on enemies and buff commands that increase the defense of allied character 51B. Therefore, the command display unit 53 displays different command icons 55 for each allied character 51B. Each allied character 51B may have an appropriate number of commands (actions), and in the example in Figure 3, four command icons 55 corresponding to four types of commands are displayed. Each command icon 55 is identified based on appropriate information such as the attack method, such as "Ultimate Technique," or the number of targets, such as "Single Target." When a touch operation is performed on a command icon 55, the command corresponding to that command icon 55 is selected as the target for execution. In this example, the four command icons 55 function as multiple action candidates of the present invention.
[0036] The timeline 54 is the section that displays each character 51 in order of their actions. The timeline 54 may appropriately include various information related to the action order of each character 51, and in the example of Figure 3, it includes character icons 56 (only some of the symbols are shown) and a link line 57. The character icons 56 are icons that simply represent each character 51. The character icons 56 include an enemy character icon 56A corresponding to enemy character 51A, and an ally character icon 56B corresponding to ally character 51B. In other words, both enemy character icons 56A and ally character icons 56B are displayed on the timeline 54.
[0037] Each character icon 56 is displayed in action order from right to left on the timeline 54, such that the character 51 who will be the next to be able to input (select) a command (the character 51 who will act first) is on the far right. In the example in Figure 3, the ally character icon 56B is displayed on the far right. Therefore, it is possible to select a command for the ally character 51B that corresponds to this ally character icon 56B. The command icons 55 corresponding to the commands that can be selected as actions for this ally character 51B are displayed on the command display unit 53.
[0038] The timing of the activation (execution) of commands selected via the command icon 55 may be arbitrary, and may be activated all at once after a predetermined number of selections, such as all allied characters 51B. As an example, each command is activated immediately after it is selected via the command icon 55. That is, when a command for the rightmost allied character icon 56B is selected, the allied character 51B corresponding to that rightmost allied character icon 56B immediately performs the action corresponding to the selected command. Once that allied character 51B has finished activating the command (finished performing the action), that allied character icon 56B moves from the rightmost position to another position on the timeline 54 and enters a waiting state (standby state) awaiting the next command. For this reason, the timeline 54 may include character icons 56 corresponding to the next action order of each character 51. The other character icons 56 then shift to the right by that amount, and the character icon 56 that is at the far right becomes available for command input next time. In this example, the timeline 54 functions as the sequence display unit of the present invention.
[0039] The next position of the character icon 56 after a command is executed is determined according to the command executed. Specifically, a predetermined waiting time (cooldown time) is set for each command of each character 51 (although enemy character 51A is not instructed by the user, command selection is performed in the same way as under computer control). Then, the next position (action order) is determined based on predetermined rules (regulations) that utilize the waiting time set for the executed command. In other words, there is no concept of turns in battles on the battle screen 50. In general command battles, a turn system is often adopted in which enemy characters and allied characters execute commands alternately. In a turn system, the game proceeds to the next turn once all characters' commands have been executed, so although there is an action order for commands within one turn, the action order does not change across turns. On the other hand, in the battle screen 50, the next turn for each character 51 is determined according to the command executed this time. While general timelines often indicate the time axis, the timeline 54 simply indicates the order of actions rather than a time axis. Therefore, it is possible for one character 51 to execute one command while another character 51 executes three or four commands. Details of the predetermined rules for determining the next turn order (method for determining the turn order) will be described later.
[0040] The link line 57 is information used to notify the establishment of a link status. A link status is established when the order in which a predetermined number of ally character icons 56B are arranged, in other words, when the action order of a predetermined number of ally characters 51B satisfies the link conditions. The predetermined number can be set appropriately according to the number of ally characters 51B displayed on the battle screen 50, and in the example of Figure 3, it is set to four. The order in which the link conditions are met (action order) can also be set appropriately, for example, when the names of each ally character 51B are arranged in alphabetical order (even if enemy characters 51A are intervening), or when ally characters 51B and enemy characters 51A are arranged alternately. In the example of Figure 3, it is set to a continuous order from the right end. Therefore, when four or more ally character icons 56B are arranged consecutively from the right end on the timeline 54, a link status is established for those arranged ally characters 51B. The link line 57 is then displayed below the ally character icons 56B that are in a link status. Specifically, to indicate the establishment of a cooperation status and its target, a band is displayed below each ally character icon 56B, extending from the rightmost position to below the last ally character icon 56B in the cooperation status.
[0041] The cooperative state is granted certain benefits. These benefits can be any appropriate elements that benefit the user (for example, giving an advantage in battle), and one example is an effect that increases the impact of each command on the battle (game progression) (hereinafter sometimes referred to as the "enhancement effect"). The order in which commands are activated is also changed (this change may be considered a type of benefit). Specifically, when a cooperative state is established, the activation of each command is delayed until all allied characters 51B who are in the cooperative state have finished inputting their commands. Then, once all allied characters 51B have finished inputting their commands, the commands of each allied character 51B in the cooperative state are activated in succession (this succession of activations may sometimes be referred to as the activation of the cooperative). Furthermore, the effect of each of these commands is increased. Specifically, in a coordinated battle, the command effects, such as damage dealt to enemy character 51A or buffs (the opposite of debuffs, applying advantageous conditions) to allied character 51B, gradually increase according to the order in which each command is activated by allied character 51B, for example, 1.1x, 1.2x, 1.3x, and so on. Therefore, the more allied character 51B that create a coordinated battle, the greater the increase in effect. As a result, users will have to consider how to increase the number of coordinated battles in order to gain an advantage in the match.
[0042] In principle, the timeline 54 displays the character icons 56 corresponding to all characters 51 participating in the battle. However, there are exceptions. For example, the game includes various abnormal states such as death or other incapacitation states, or states where so-called debuffs such as confusion, paralysis, or speed reduction are applied. The action order on the timeline 54 may reflect these various states affecting each character 51. For example, during a battle, if each character 51's HP (the value used to determine whether or not they can continue the battle) reaches zero, they are judged to be dead and become incapacitated. In this case, the character icon 56 of the incapacitated character 51 is removed from the timeline 54. Naturally, they are also excluded from the conditions for cooperation. In other words, an incapacitated ally character 51B is excluded from the action order and omitted from the display on the timeline 54, and is also excluded from the conditions for cooperation. In this example, the incapacitated state functions as the second abnormal state of the present invention.
[0043] Similarly, states in which various debuffs are applied may be excluded from the display on the timeline 54, or they may be reflected in the determination of the action order (for example, they may be performed later than in the case of a normal state without abnormalities). In the example in Figure 3, a confusion icon 58 is displayed on the fifth ally character icon 56B from the right. The confusion icon 58 is an icon for notifying of a status abnormality (debuff) of confusion (a state in which the entered command is not necessarily executed). The confusion icon 58 is displayed on the corresponding character icon 56 when each character 51 falls into the confusion status abnormality. Then, ally character icons 56B in such abnormal states are excluded from the target of a predetermined number of ally characters 51B in the cooperation status, in other words, the cooperation conditions. However, as shown in Figure 3, the display on the timeline 54 is maintained. In other words, ally characters 51B in various status abnormalities such as debuffs are displayed on the timeline 54 and are subject to the action order, but are excluded from the target of the cooperation conditions. In this example, status abnormalities function as the first abnormal state of the present invention.
[0044] In the example of FIG. 3, since the ally characters 51B are continuous up to the fifth ally character icon 56B from the right end, there should originally be a cooperation status established for the five ally characters 51B as well. However, the cooperation line 57 only extends down to below the fourth ally character icon 56B. When in various abnormal states other than the normal state (a state to which a so-called debuff is applied) like this, although the ally character 51B in the abnormal state (the fifth ally character icon 56B) is displayed on the timeline 54, it is excluded from the target of the cooperation line 57 (cooperation conditions).
[0045] Note that the establishment of the cooperation status is not limited to the cooperation line 57 and may be notified as appropriate. For example, when the cooperation status is established, the backgrounds of the ally character icons 56B for which the cooperation status is established may shine or change in color, etc., so that the ally characters 51B for which the cooperation status is established change to be visible. Alternatively, the cooperation line 57 may simply notify the continuous ally character icons 56B. That is, the cooperation line 57 does not necessarily have to have a function of notifying the establishment of the cooperation status. Also, the timeline 54 may be used for purposes other than notifying the order of actions. For example, the timeline 54 may be used for designating the target of the effect of a command. The targets of command effects such as attacks, buffs, and debuffs are usually specified by tapping each character 51, but for example, this specification may also be realized by tapping each character icon 56 on the timeline 54. If it is possible to specify from the timeline 54, it is easy to understand the presence of enemy characters 51A that would be in the way when trying to establish a cooperation status, etc., and a UI that is easy to input can be realized.
[0046] (Order Change in Cooperative Situation) Next, referring to FIG. 4, the order change in the cooperative situation will be described. As described above, the next action order of each character 51 is determined based on the command executed by each character 51 last time. However, when the cooperative situation is established, an opportunity to change the action order of those characters 51 is given, and the change of the action order is allowed. That is, when the cooperative situation is established, the action order can be changed among the friendly characters 51B for which the cooperative situation is established. Therefore, the change of the action order may be regarded as a kind of privilege.
[0047] FIG. 4 is an explanatory diagram for explaining an example of the order change in the cooperative situation. The order change may be realized by an appropriate method. (1) in FIG. 4 shows the first method of the order change, and (2) shows the second method. In (1) and (2) of FIG. 4, for the convenience of explanation, only each character icon 56 on the timeline 54 is schematically shown.
[0048] The first method is a method of changing the order by specifying the activation order of commands. The activation order of commands is an element that greatly affects the battle. For example, by activating a buff command that increases the attack power of the friendly character 51B or a debuff command that decreases the defense power of the enemy character 51A first and then activating the attack command, a large amount of damage can be inflicted on the enemy character 51A (Conversely, at least at that command time, the buff or debuff command will be wasted). Therefore, in the first method, by inputting the commands in the order in which they are to be activated, the specification of the activation order is realized. Also, as shown in (1) of FIG. 4, in the first method, for example, a number icon 59 (only part of the symbol) may be displayed on the character icon 56 for which the command has been input. The number icon 59 is information indicating the activation order (in other words, the input order of the commands). Therefore, the commands are activated according to each order indicated by the number icon 59. Also, by displaying the number icon 59, it is possible to recognize that the command has been input.
[0049] The target of a command input (which ally character 51B's command to input) is specified, for example, by touching an ally character icon 56B or ally character 51B. In other words, by touching (for example, tapping) any of the ally character icons 56B or ally character 51B, that touched ally character icon 56B or ally character 51B is specified as the target of the command input. The command (command icon 55) set for the specified ally character 51B is then displayed on the command display unit 53, and the user specifies the command icon 55 to be activated from the displayed command icons 55 by touching (for example, tapping).
[0050] The second method involves changing the order by manipulating each character icon 56. As shown in Figure 4 (2), the order of actions may be directly rearranged, for example, by sliding each character icon 56 on the timeline 54. Specifically, the order of actions may be rearranged by dragging each character icon 56 that you want to rearrange using a touch operation and sliding it to the position corresponding to the desired order of actions.
[0051] (Method for Determining the Order of Actions) Next, with reference to Figure 5, we will explain the details of the method for determining the order of actions, that is, the predetermined rules for determining the order of actions in the next turn. Figure 5 is an explanatory diagram illustrating an example of the method for determining the order of actions (predetermined rules). Figure 5(1) shows a part of the character data CD related to the method for determining the order of actions, and (2) shows an example of an action order table. The order of actions in the next turn is determined by the command that is activated, as described above. In addition, multiple commands are provided for each character 51, and a waiting value (so-called cool time) is set for each command. The waiting value set for each command is managed in the character data CD, for example. On the other hand, the waiting value that each character 51 currently possesses is managed in the action order table. In the action order table, each character 51 is arranged in ascending order of their current waiting value. The order of actions is then determined in ascending order of the waiting values managed in the action order table.
[0052] Specifically, as shown in Figure 5 (1), the character data CD contains information such as "character name," "initial value," and "command 1" to "command 3." The "character name" is information indicating the name of each character 51. The "character name" (name) is used to identify each character 51. In the example in Figure 5, the names of two characters, "character A" and "character B," are shown, but it is not limited to these, and the character data CD contains information about any character 51 as needed.
[0053] The “initial value” is information indicating the initial value of the waiting value set for each character 51. The waiting value is a value used to determine the action order of each character 51 and is used as a so-called cooldown time. The order in which the first command is entered (action order) is determined based on the initial value of the waiting value. On the other hand, “Command 1” to “Command 3” is information indicating the waiting value for each command. In the example in Figure 5, information on the waiting values corresponding to three types of commands, “Command 1” to “Command 3,” is shown, but the character data CD may include waiting value information for an appropriate number of commands, not limited to these. For each command, the waiting value is set so that the less effective the command, the smaller the waiting value. When a command is activated by each character 51, the waiting value set for that command is used to determine the next action order of the character 51 who activated that command. Therefore, the less effective a command is, the earlier the next command can be entered, and the more effective a command is, the later the next command can be entered.
[0054] As shown in Figure 5 (2), the action order table contains information on "character name" and "waiting value". "Character name" is the name of each character 51, and "waiting value" is the current waiting value of each character 51. In the example in Figure 5, three types of action order tables are shown in chronological order from left to right: before command activation, after the waiting value is deducted, and after command activation.
[0055] In the action order table before a command is activated, as an example, six characters 51 are shown from top to bottom in order of increasing wait value: "Character B", "Character N", "Character A", "Character D", "Character E", and "Character K". The character 51 with the smallest wait value in the action order table (it just needs to be the smallest; the wait value does not necessarily have to be zero) becomes eligible to input a command. In the example in Figure 5, "Character B" has the smallest wait value ("20"). In other words, "Character B" is the character with the earliest turn order, and therefore "Character B" becomes eligible to input a command.
[0056] When the user enters a command for "Character B," the waiting value of "20" that was set for "Character B" is uniformly subtracted from the waiting values of all 51 characters. The value that is subtracted is unrelated to the command entered for "Character B" that is the target of execution, and is simply the waiting value that "Character B" currently has in the action order table.
[0057] The action order table after subtracting the waiting value in Figure 5 (2) shows the state after subtracting "20" waiting values from the action order table before the command is executed. As shown in this action order table, 20 points have been subtracted from the waiting values of all 6 characters 51 compared to the action order table before the command is executed. Then, the waiting value corresponding to the command that was executed is added to the reduced action order table.
[0058] The action order table after command execution in Figure 5 (2) shows the action order table after the wait value corresponding to the executed command has been added to the subtracted action order table. This action order table after command execution shows the case where "Command 2" is executed as the command to be executed by "Character B". In this case, the wait value "40" set for "Command 2" of "Character B" is added to the wait value of "Character B" in the subtracted action order table. Therefore, the wait value that "Character B" has becomes "40". This wait value falls between "Character D" (wait value "30") and "Character E" (wait value "65"), making it the fourth smallest wait value. Therefore, compared to the subtracted action order table, "Character B" has moved to the fourth position from the top. As an example, the wait value after command execution is determined by this rule, and the action order of each character 51 is determined based on that wait value.
[0059] The initial placement of each character icon 56 on the timeline 54 (placement at the start of the battle) is basically arranged in ascending order based on the initial waiting value set for each character 51, according to the determination method (rules) in Figure 5, as described above. However, as an example, an exception is applied to the placement of enemy character icons 56A in the initial placement. Specifically, to prevent cooperative situations from being easily established at the start of the battle, enemy character icons 56A are intentionally placed in positions that hinder cooperative situations. In other words, at the start of the battle, enemy character icons 56A and ally character icons 56B are arranged alternately.
[0060] Furthermore, the exception applies to each allied character 51B whose cooperation is activated in the cooperation status. In other words, each allied character 51B whose cooperation is activated does not follow the rules (rules) in the example in Figure 5. As mentioned above, under the rules in the example in Figure 5, activating a powerful move command usually results in a large waiting value being added. On the other hand, when cooperation is activated, the waiting value does not refer to the waiting value corresponding to each command on the character data CD in order to make it easier to use powerful moves during cooperation. After cooperation is activated, the allied characters 51B who did not activate cooperation are positioned after the allied characters 51B who did not activate cooperation, according to the same rules (rules) as their initial placement. In other words, the next action order of each allied character 51B whose cooperation is activated is determined according to rules (rules) different from those shown in the example in Figure 5. Specifically, each allied character 51B whose cooperation is activated has their next action order determined by adding an initial value, not the waiting value set for the activated command. The initial value is often smaller than the waiting value set for other commands. Therefore, the application of these rules (regulations) that differ from the usual rules may be considered a type of benefit associated with the establishment of the cooperative relationship.
[0061] The order of actions is not limited to the example in Figure 5 and may be determined as appropriate. For example, the waiting value added when a command is activated may include not only the waiting value of the activated command (for example, "40" in the example in Figure 5), but also an initial value (for example, "30" for "Character B" in the example in Figure 5). In other words, the initial value may be used as appropriate not only when determining the order of actions for the first time (before the command is activated), but also when the command is activated. Furthermore, the logic (rules) for determining the order of actions may include other elements besides the waiting value, such as random elements. For example, a randomly determined waiting value may be added in addition to the waiting value set in the character data CD. This allows for some variation even when battling with the same enemy character 51A and the same ally character 51B.
[0062] Figure 6 schematically shows an example of a battle screen 50 that includes information indicating the next action order when a command is selected. Components in the example in Figure 6 that are common to the example in Figure 3 are denoted by the same reference numerals as in Figure 3, and their explanations are omitted. As shown in Figure 6, compared to the example in Figure 3, the battle screen 50 includes a next action order mark MK. The next action order mark MK is a mark that indicates what the next action order will be when each command icon 55 (command) is selected. The next action order mark MK includes information such as the name of the command ("normal attack" or "crest technique", etc.), an arrow mark indicating the position, and the order ("3 after", "1 after", etc.). The next action order mark MK allows the user to recognize what order the ally character 51B will be in after the selected command is activated. This makes it easier to select commands while considering which commands are likely to trigger a combo. Thus, the battle screen 50 may display information indicating the next action order, such as the next action order mark MK, when a command is selected.
[0063] (Network System Processing) Next, referring to Figure 7, the cooperation process will be described as an example of the processing of the network system 1. The cooperation process is the process of granting benefits when a cooperation situation is established. The benefits may include appropriate elements, and the example in Figure 7 shows a case where an increase effect is granted as a benefit. In this case, the progress control unit 33 starts the cooperation process in Figure 7 each time it is the turn of an allied character 51B to act, and first determines whether the cooperation condition is met (step S101). The cooperation condition is met, for example, when four or more allied characters 51B are lined up consecutively. For this reason, the progress control unit 33 determines whether four allied characters 51B are lined up consecutively on the timeline 54 starting from the allied character 51B whose turn it is.
[0064] If there are not four or more allied characters 51B lined up consecutively, that is, if the cooperation condition is not met (step S101: No), the progress control unit 33 proceeds to step S102. In step S102, the progress control unit 33 gives the allied character 51B whose turn it is to act an opportunity to select a command to be executed. After this selection, the progress control unit 33 proceeds to step S107.
[0065] On the other hand, if four or more allied characters 51B are lined up consecutively, that is, if the cooperation condition is met (step S101: Yes), the progress control unit 33 sets the cooperation status for the four or more consecutive allied characters 51B (step S103). In other words, in order to distinguish them from other allied characters 51B, the progress control unit 33 assigns information indicating the cooperation status (for example, a cooperation line 57) to the four or more consecutive allied characters 51B. Note that displaying information indicating the cooperation status, such as the cooperation line 57, is not mandatory and may be omitted. Also, the "setting" when setting the cooperation status may be any appropriate process to identify (distinguish from or identify) the four or more allied characters 51B corresponding to the cooperation status, and does not necessarily include a description (setting) of any data, etc.
[0066] Next, the progress control unit 33 grants an opportunity for change (step S104). The opportunity for change is an opportunity to change the action order of each allied character 51B in a cooperative state. For example, the opportunity for change is realized by the first method shown in Figure 4 (1). For this reason, the progress control unit 33 grants the user the opportunity to select the commands of each allied character 51B in a cooperative state in any order as the opportunity for change. In the opportunity for change, it is permitted to change the order of at least some of all allied characters 51B in a cooperative state. Of course, the order change does not have to be performed.
[0067] Next, the progress control unit 33 obtains the change results at the change opportunity, in other words, the commands that each allied character 51B in the cooperative situation should execute, and their order (step S105), and adds a bonus to the effect of each command (step S106). The bonus is an increase effect (multiplier), such as 1.1x, 1.2x, and 1.3x. Therefore, the progress control unit 33 achieves this by sequentially applying multipliers (increases) such as 1.1x, 1.2x, and 1.3x to the commands of each allied character 51B in the cooperative situation.
[0068] Next, the progress control unit 33 causes the selected command to be executed by the target ally character 51B (step S107). For example, if a command was selected during the selection opportunity in step S102, the progress control unit 33 causes the target ally character 51B (the ally character 51B whose turn it is now) to execute that command. Also, if a cooperation situation is established, and commands are selected for each ally character 51B in the cooperation situation in step S104, and a bonus (enhancement effect) is granted in step S106, the progress control unit 33 causes each ally character 51B in the cooperation situation to execute the command with the bonus. In other words, the progress control unit 33 activates the cooperation for each ally character 51B in the cooperation situation.
[0069] Next, the progress control unit 33 determines the next action order for the target ally character 51B (step S108). For example, if the progress control unit 33 has the target ally character 51B execute the command selected in the selection opportunity in step S102, it determines the next action order according to the determination method (rules) in Figure 5. Specifically, the waiting value that the target ally character 51B had when the command was executed is uniformly subtracted from all characters 51, and the waiting value set for the command executed this time is added to the target ally character 51B, and the action order is determined in order of the smallest waiting value after the addition. On the other hand, if the progress control unit 33 has each ally character 51B in a cooperative situation activate a cooperative action, it determines the next action order for each ally character 51B that activated the cooperative action according to rules (regulations) different from the determination method in Figure 5. Specifically, the progress control unit 33 does not subtract the waiting value associated with the activation of a cooperation, and regardless of the waiting value each allied character 51B possesses, it determines the next action order in ascending order of waiting values based on the initial value of each allied character 51B. In this case, the progress control unit 33 also does not subtract the waiting value associated with the activation of a cooperation.
[0070] Next, the progress control unit 33 updates the display of the timeline 54 so that the action order determined in step S108 is reflected (step S109). In other words, the progress control unit 33 changes the order of each character icon 56 on the timeline 54 to the order of action after the current action. After this update (change), the progress control unit 33 terminates the current cooperation process. This determines whether the cooperation conditions are met, and if the conditions are met, the cooperation is activated and a command with a bonus (enhancement effect) is executed. In addition, any change in the order of each ally character 51B in the cooperation status is permitted. Furthermore, the next action order is determined by rules that are more advantageous than usual (application of initial values). On the other hand, if the cooperation conditions are not met, the command is executed as usual, and the next action order is determined according to the example in Figure 5. The next action order is also reflected in the timeline 54 and may be notified to the user.
[0071] As explained above, in this configuration, a cooperation status is set for a predetermined number (e.g., four or more) of allied characters 51B based on cooperation conditions (continuity), and an opportunity to change at least some of the action order of those allied characters 51B is provided. In other words, when a cooperation condition is met, an opportunity to change the action order is granted only to the allied character 51B that has met that condition. Therefore, by using this opportunity to change the action order of the allied character 51B that has fulfilled the cooperation condition, it is possible to provide an opportunity to change the action order of each allied character 51B that has met that cooperation condition, but only under the specific circumstances of when the cooperation condition is met. This makes it possible to change the action order of a predetermined number of characters under a cooperation status to match their actual actions. Furthermore, since the provision of the opportunity to change the action order is limited to specific conditions, it is possible to balance the need for changing the action order with the suppression of a decrease in interest.
[0072] Furthermore, commands (actions) for each ally character 51B are instructed through the selection of a command icon 55 corresponding to each command. This improves user convenience regarding action instructions compared to when arbitrary actions are instructed. Also, because the types of action instructions are limited to each command icon 55 (candidate), the actions of each ally character 51B based on the action instructions can be incorporated into various rules (logic) and utilized. For example, the selected command can be used in a predetermined rule for determining the next turn order. In this case, the previous command and the next turn order can be associated. Therefore, for example, if a command that had a high effect on the progress (or result) of the game was executed in the previous turn, the next turn order can be delayed, and such a relationship can be set between the previous command and the next turn order. This allows for a strategic element in the current action instructions that takes the next turn order into consideration, and ultimately improves the enjoyment of the game.
[0073] On the other hand, for each allied character 51B who has activated a cooperation, the next turn order is determined based on a rule different from the predetermined rule that uses the previous command. In this case, the application of the alternative rule can be provided as one of the effects associated with the cooperation situation. This allows, for example, the use of a rule different from the predetermined rule (for example, a rule that uses initial values) to eliminate the disadvantages regarding the next turn order that would otherwise be incurred under the predetermined rule (for example, a setback in the next turn order due to a highly effective action). This further encourages users to play in a way that fulfills the conditions for cooperation.
[0074] Furthermore, each character 51 may be in an abnormal state, such as being incapacitated or suffering from a status ailment. For example, being incapacitated is excluded from display on the timeline 54 and from being a target of the cooperation condition. On the other hand, status ailments are displayed on the timeline 54 but are excluded from being a target of the cooperation condition. Therefore, even if an allied character 51B in a status ailment condition is lined up as the fourth character icon 56 on the timeline 54, the cooperation condition will not be met. In these cases, the state of each allied character 51B can be used as an element to determine the target of the cooperation condition or the target to be displayed on the timeline 54. Also, if the state of each allied character 51B is used as a target of the cooperation condition, the state of each allied character 51B can be added to the strategic aspects related to fulfilling the cooperation condition.
[0075] A reward is granted when the cooperation conditions are met. This reward may include various effects such as the aforementioned opportunity for change or the application of different rules, but one example is an increased effect on the impact of commands. Therefore, fulfilling the cooperation conditions can be used to create a favorable outcome in the game. In particular, the increased effect is greater the more consecutive allied characters 51B are, that is, the more allied characters 51B satisfy the cooperation conditions. Therefore, it is possible to provide the user with an incentive to have more allied characters 51B act in succession. As a result, the enjoyment of the game can be improved.
[0076] In the above configuration, the progress control unit 33 of the user device 3 functions as the status setting means, opportunity granting means, and sequence determination means of the present invention by executing the procedure shown in Figure 7. Specifically, the progress control unit 33 functions as the status setting means by executing step S103 in Figure 7, as the opportunity granting means by executing step S104, and as the sequence determination means by executing step S108.
[0077] The present invention is not limited to the embodiments described above and may be implemented in forms that have been appropriately modified or changed. Furthermore, the present invention may be implemented in forms obtained by appropriately combining various technical means included in the embodiments described above and the embodiments that have been modified below. In the embodiments described above, a timeline battle is exemplified as a game in which each character acts in turn. However, the present invention is not limited to such forms. User device 3 may provide an appropriate game in which each character acts in turn. For example, user device 3 may provide a type turn-based battle game in which commands for all allied characters are entered at the start of each turn. In this case, for example, the cooperation condition may be satisfied when the input commands for a predetermined number of allied characters are in an action order that corresponds to a predetermined combination (for example, consecutive commands of the same attribute). Alternatively, the command itself may have a setting for whether cooperation is possible or not, and the condition may be satisfied when the commands that can be cooperated for a predetermined number of allied characters are in an action order that is consecutive. Furthermore, the cooperation status may be set in various cases regardless of the cooperation condition. For example, the number of possible cooperations may be predetermined, and the cooperation status may be set each turn by the allied characters designated by the user. The cooperation status may be set for each randomly determined ally character. Alternatively, if each ally character is formed by the characters included in the deck (corresponding to a stack of cards) from among the cards corresponding to each character, the cooperation status may be set based on the order in which the deck is set up (when the cards are assembled) (the order of selection, or the placement if various placement settings such as front row, back row, etc. are possible).
[0078] In the above-described configuration, the user device 3 functions as the game system of the present invention on its own within the network system 1. However, the present invention is not limited to this configuration. For example, the game server 2 may perform all or part of the roles (various processes) of the user device 3. If the game server 2 performs all of the roles of the user device 3 (for example, the processes in Figure 7), the game server 2 (including cases where it is composed of multiple server devices) may function as the game system of the present invention on its own. On the other hand, if part of the roles of the user device 3 are performed by the game server 2, the combination of the user device 3 and the game server 2 (including the network system 1) may function as the game system of the present invention. Furthermore, programs and control methods implemented in devices such as the network system 1, the user device 3, or the game server 2 may function as the game program and control method of the present invention. Alternatively, the game server 2 may be omitted. In other words, the user device 3 may be configured as an offline game device that is played without connecting to the network NT. And that user device 3 may function as the game system of the present invention on its own.
[0079] In the above-described configuration, when a cooperative situation is established, each character 51 is given an opportunity to change the order of their actions, and the change in the order of actions is permitted through this opportunity. However, the present invention is not limited to this configuration. For example, the opportunity to change actions may be omitted. In this case, even in a cooperative situation, each character's commands are activated in the order of the timeline 54. Alternatively, the order of actions for each character in a cooperative situation may be determined by a logic separate from the user's specification at the opportunity to change actions. In other words, the order of actions for each character in a cooperative situation may be automatically determined according to a predetermined logic. The predetermined logic may be configured as appropriate, and for example, it may be configured to prioritize the activation of commands that affect parameters that define a character (for example, parameters other than HP used in battle, such as attack power and defense power), such as buffs and debuffs (the character corresponding to the priority command takes the first turn). Alternatively, the system may be configured to determine the action order based on character parameters associated with actions, such as speed, or various pre-configured settings (for example, the order or placement of cards when each ally character is formed by each character incorporated into a deck of cards, among the cards corresponding to each character). Preferably, the predetermined logic is one that is advantageous in the progression of the game, such as more effectively applying the benefits based on cooperation. Furthermore, the predetermined logic may be configured to utilize the results of so-called AI decisions. In other words, the action order of each character in a cooperative situation may be automatically determined by the AI according to a predetermined algorithm. If the opportunity to change the order is omitted, the effort required of the user to specify the order can be reduced. As a result, the tempo of the game can be maintained.
[0080] In the above-described form, no specific conditions are mentioned for activating a cooperation. Therefore, cooperation may be activated unconditionally or under predetermined conditions. Specifically, for example, after a cooperation is established, the player may be given the opportunity to input commands for all allied characters 51B whose cooperation status has been established unconditionally. Then, upon completion of command input for all allied characters 51B, the cooperation may be automatically activated. Alternatively, the activation of a cooperation may require predetermined conditions other than the establishment of a cooperation status. These predetermined conditions may be set as appropriate, for example, by lottery or by utilizing various play situations. Furthermore, the predetermined conditions may also be by utilizing predetermined operations by the user.
[0081] Figure 8 is a schematic diagram showing an example of a modified version of the battle screen 50. In the modified version of the battle screen 50, a predetermined touch operation by the user is used as a predetermined condition for activating a cooperation. In the modified version of the battle screen 50, components that are common with the example in Figure 3 are denoted by the same reference numerals and their explanations are omitted.
[0082] As shown in Figure 8, in the modified battle screen 50, a touch operation on the link activation button 61 is used as a predetermined touch operation (predetermined condition) to activate a link. The link activation button 61 is an image that functions as a virtual push button indicating the position where the predetermined touch operation should be performed. The link activation button 61 is included in the link activation effect 62 that is displayed when a link situation is established. For example, the link activation effect 62 is formed in a roughly circular shape, and is positioned so that its center (the position of the link activation button 61) is aligned horizontally with the character icon 56. When the predetermined touch operation is performed on the link activation button 61, the link is activated. In other words, if the predetermined touch operation is not performed on the link activation button 61, the link will not be activated even if a link situation is established. If the link is not activated, each character's command is activated individually according to the action order of the timeline 54. By not activating the link, it is possible to adjust the damage dealt to the enemy character 51A or adjust the action order of the timeline 54.
[0083] In the above-described configuration, the commands that each character activates in the cooperative situation are input by the user. However, the present invention is not limited to this configuration. For example, the cooperative situation may have a manual specification mode and an automatic specification mode. In the manual specification mode, the user specifies the command to be activated, the target character on which that command will affect (attack target, buff target, etc.) for each character in the cooperative situation, as in the above-described configuration. On the other hand, in the automatic specification mode, various selections in the manual specification mode, such as the command to be activated or the target character (it may be all selected items or some selected items), are specified automatically. In other words, in the automatic specification mode, various selections are omitted compared to the manual specification mode. Various selections in the automatic specification mode may be implemented as appropriate. For example, the selection of the command to be activated may be implemented according to predetermined rules, such as in order of greatest effect, such as the command that deals the most damage to the enemy or the command with the enemy character's weak attribute. Similarly, the selection of the target character may be carried out according to predetermined rules, such as selecting a character to which the command is most likely to be effective (for example, an enemy character to which the command's attribute is weak), or the nearest enemy character. Furthermore, these predetermined rules may be configured to utilize the decision results of so-called AI. In other words, various selections in automatic selection mode may be performed by so-called AI. Automatic selection mode can simplify user operation.
[0084] The manual and automatic designation modes may be used interchangeably as appropriate. For example, they may be used automatically depending on the game situation. Alternatively, they may be used interchangeably by the user through a predetermined settings screen. In the battle screen 50 of Figure 8, one example of this is the type of touch operation performed on the link activation button 61. The type of touch operation may be set as appropriate, and one example is the setting to two types: long press (an operation in which the touch operation is continued at the location of the operation for a certain period of time) and tap (an operation in which a short touch operation is performed). In other words, the manual and automatic designation modes are used interchangeably each time a link situation is formed, depending on the length of the touch operation. Specifically, when a tap operation is performed on the link activation button 61, the link is activated in automatic designation mode (corresponding to "auto" in the example of Figure 3). On the other hand, when a long press operation is performed on the link activation button 61, the link is activated in manual designation mode (corresponding to "manual link" in the example of Figure 8).
[0085] In the above-described form, the victory conditions in the timeline battle are not specifically defined. Therefore, the victory conditions may be set as appropriate. For example, the victory conditions may be set to be met when all enemy characters are defeated (their HP is reduced to zero), similar to a typical time battle. However, the present invention is not limited to this form. For example, the victory conditions may include multiple requirements, such as the requirement to defeat all enemy characters and a requirement regarding the number of actions, and the victory condition may be met when all of these multiple requirements are met. The requirement regarding the number of actions may be any appropriate requirement regarding the number of actions, for example, a requirement to limit the number of actions to a predetermined number. In other words, the victory condition may be met when all enemy characters are defeated within a predetermined number of actions.
[0086] When the number of actions is limited to a predetermined number, the number of actions may be counted as appropriate. For example, each action may be counted in units of activating a command such as an attack or a buff (in other words, one command = one action). Alternatively, if a single command is formed by multiple actions, each action included in it may be counted. Specifically, for example, if an attack is performed on enemy character 51A with one command, and then the HP of all allied characters 51B is restored, then two actions, attack and heal, may be added together for that command. Furthermore, the number of actions for activating a cooperation may be counted as a predetermined number (for example, uniformly once) regardless of the number of characters forming the cooperation situation, or as a number based on various rules (for example, the number of effects associated with activating the cooperation, or a number according to the rank based on the number of people in the cooperation) (in either case, it is preferable that the number is smaller than the actual number of actions). In this case, the formation of a cooperation situation can be given a more favorable position in the requirements for limiting the number of actions. Furthermore, RPG games may include multiple timeline battles with differing victory conditions (for example, battles in which victory is achieved by defeating all enemy characters, and battles in which all enemy characters must be defeated within a predetermined number of turns).
[0087] Furthermore, in the context of limiting the number of actions, the actions of enemy character 51A may or may not be counted as restricted actions. Alternatively, instead of limiting the number of actions, a requirement to limit the number of commands may be used. In this case as well, the activation of a cooperative action may be counted as one time regardless of the number of commands included in it. Requirements regarding the number of actions (or commands) are not limited to victory conditions, but may also be applied to various conditions that make the game situation unfavorable, such as conditions that make it difficult to inflict damage on enemy characters.
[0088] In the above-described form, the cooperation conditions are set to be conditions that are met based on the order in which the characters act. In other words, the cooperation situation is established based on the order in which the characters act. However, the present invention is not limited to this form. The cooperation conditions may be set to any appropriate conditions that establish the cooperation situation. For example, the cooperation conditions may be set to any appropriate conditions such as when the commands of each character form a predetermined combination, or when the items used by each character form a predetermined combination.
[0089] Various aspects of the present invention derived from the embodiments and modifications described above are described below. In the following description, corresponding components shown in the accompanying drawings are indicated in parentheses to facilitate understanding of each aspect of the present invention, but this does not mean that the present invention is limited to the illustrated forms.
[0090] The present invention provides a computer (31) incorporated into a game system (3) that provides a user with a game in which each character acts in turn, using a display device (MO) that displays a game screen (50) including a plurality of characters (51) and an input device (TS) that inputs action instructions for at least some of the plurality of characters (51B). The computer (31) incorporated into the system functions as a situation setting means (33) for setting a cooperation status for granting a bonus to a predetermined number of characters when the action order of a predetermined number of the plurality of characters satisfies cooperation conditions, and an opportunity granting means (33) for giving the user an opportunity to change at least some of the action order of the predetermined number of characters when the cooperation status is set.
[0091] According to the present invention, a predetermined number of characters are assigned a cooperation status based on cooperation conditions, and an opportunity to change at least a portion of the action order of that predetermined number of characters is provided. In other words, when the cooperation conditions are met, a limited opportunity to change the action order is granted to a predetermined number of characters. Therefore, the action order of the predetermined number of characters can be changed using this opportunity. That is, the opportunity to change the action order of each character that has met the cooperation conditions can be granted only under the specific circumstances of when the cooperation conditions are met. This makes it possible to change the action order of a predetermined number of characters to match their actual actions. Furthermore, since the provision of the opportunity to change the action order is limited to specific conditions, it is possible to balance the need for changing the action order with the suppression of a decrease in interest.
[0092] The action instructions for each character may be executed as appropriate. For example, the user may input any action as an action instruction. Alternatively, the action instruction may be executed by selecting from multiple candidates. For example, in one embodiment of the computer program of the present invention, the action instruction may be input by selecting from multiple action candidates (55) provided for each character. In this case, the user's convenience regarding action instructions can be improved. Furthermore, since the types of action instructions are limited to candidates, each action based on the action instruction can be incorporated into various rules (logic) and utilized.
[0093] The order in which each character acts may be determined as appropriate. For example, the order in which each character acts may be determined randomly (by lottery). Alternatively, the order in which each character acts may be determined based on appropriate rules that utilize various elements such as the order of action instructions, appropriate parameters that define each character (for example, parameters such as speed for determining the order of actions), or the action each character performed in the previous turn. For example, in a configuration where an action instruction is selected from multiple candidates, the computer may function as an order determination means (33) that determines the next turn order of each character based on a predetermined rule that utilizes the action selected as the action instruction for each character from the multiple action candidates. In this case, the previous action and the next turn order can be associated. For example, if an action that had a high effect on the progress (or result) of the game was performed in the previous turn, the next turn order may be delayed. This allows for a strategic element in the current action instruction that takes the next turn order into consideration, thereby improving the enjoyment of the game.
[0094] Appropriate effects may be set for the cooperation status. For example, various effects may be set in addition to granting the opportunity to change. These effects (including the opportunity to change) may be considered as one of the benefits, or as an element separate from the benefits. For example, when the next turn order is determined based on a predetermined rule, that rule may be applied to each character in the cooperation status, or each character in the cooperation status may be excluded from the application of that rule as an exception. In other words, each character in the cooperation status may be subject to a rule other than the predetermined rule in determining the next turn order. Specifically, for example, in an embodiment where action instructions are used to determine the next turn order, the turn order determination means may determine the next turn order of a predetermined number of characters based on a rule other than the predetermined rule when the benefit is granted. In this case, the application of a different rule can be provided as one of the effects associated with the cooperation status. This makes it possible to eliminate disadvantages regarding the next turn order that would be handled under the predetermined rule (for example, a setback in the next turn order due to a highly effective action) by using a rule other than the predetermined rule. This makes it possible to further encourage users to play in a way that fulfills the cooperation conditions.
[0095] Information regarding the order in which each character acts may or may not be provided to the user in advance. For example, this notification may be visually implemented through the game screen, or audibly (auditoryly) through a speaker or the like. Furthermore, the information regarding the order of actions may include information for all characters, or it may be limited to information for a select few characters. If the information regarding the order of actions is limited to a select few characters, those characters may be determined as appropriate. For example, they may be determined based on factors such as the gameplay situation, a random draw, or the user's selection. If the determination is based on the gameplay situation, that gameplay situation may be any appropriate situation related to the gameplay. For example, it may be the placement position of each character if they are placed in a predetermined position on the game screen, or it may be an appropriate parameter that defines each character. Alternatively, if an appropriate state occurs for each character during gameplay, that state may be used to determine which characters are included. Furthermore, the cooperation conditions may apply to all characters, or only some characters. In other words, the cooperation status may be set when a predetermined number of characters among a select few meet the cooperation conditions. In other words, characters other than those included may be excluded from the cooperation conditions. Furthermore, these specific characters may be determined as appropriate, similar to the characters whose actions are determined by the order of action.
[0096] Specifically, for example, in one embodiment of the computer program of the present invention, the game screen is provided with an order display unit (54) that displays the action order of each character, and the order display unit may include information on the next action order of each character. In this embodiment, some of the characters are provided with a normal state that is subject to the cooperation condition and an abnormal state that is not subject to the cooperation condition, and the characters in the abnormal state may be excluded from the predetermined number of characters. Furthermore, in this embodiment, the abnormal state may include a first abnormal state that is displayed in the order display unit and is subject to the action order, and a second abnormal state that is omitted from the display of the order display unit and is excluded from the action order. In these cases, the state of each character can be used as an element to determine the target of the cooperation condition or the target displayed in the order display unit. Also, when the state of each character is used as the target of the cooperation condition, the state of each character can be added to the strategic aspects related to fulfilling the cooperation condition.
[0097] The rewards associated with the cooperation status may be set as appropriate. For example, the reward may consist of at least one of the following: granting the opportunity to make the above-mentioned changes, or applying a rule different from the predetermined rule for determining the next turn order. Alternatively, various elements that have a favorable effect on the outcome of the game, or various special effects, etc., which may not be directly related to the outcome of the game but can give the user a sense of superiority over other users, may be used as rewards. For example, in one embodiment of the computer program of the present invention, the reward may include an effect that increases the influence that each character's actions have on the progress of the game. In this case, fulfilling the cooperation conditions can be used as a favorable development for the outcome of the game.
[0098] The game system may provide various types of games as appropriate, such as action games, role-playing games, or simulation games. The game may be a single-player game or a multiplayer game (including both competitive and cooperative types). Similarly, the game may or may not include a role equivalent to an enemy to the user. For example, in one embodiment of the computer program of the present invention, the plurality of characters may include some of the characters and enemy characters (51A) corresponding to the enemies of some of the characters, and the game may be provided as a competitive game in which some of the characters and the enemy characters compete against each other.
[0099] Furthermore, the present invention provides a game system (3) to a user in which each character acts in turn, using a display device (MO) that displays a game screen (50) including a plurality of characters (51) and an input device (TS) that inputs action instructions for at least some of the plurality of characters (51B), the system comprising: a status setting means (33) for setting a cooperation status for granting a bonus to a predetermined number of characters when the action order of a predetermined number of the plurality of characters satisfies cooperation conditions; and an opportunity granting means (33) for giving the user an opportunity to change at least some of the action order of the predetermined number of characters when the cooperation status is set.
[0100] Alternatively, the control method of the present invention involves causing a computer (31) incorporated into a game system (3) that provides a user with a game in which each character acts in turn, using a display device (MO) that displays a game screen (50) including a plurality of characters (51) and an input device (TS) that inputs action instructions for at least some of the plurality of characters (51B), to execute a situation setting procedure for setting a cooperation status for granting a bonus to a predetermined number of characters when the action order of a predetermined number of the plurality of characters satisfies cooperation conditions, and an opportunity granting procedure for granting the user an opportunity to change at least some of the action order of the predetermined number of characters when the cooperation status has been set.
[0101] Alternatively, the computer program of the present invention causes a computer incorporated into a game system that provides a suitable game using multiple characters to function as a situation setting means for setting a cooperation status for granting a predetermined number of characters a bonus when a predetermined number of characters meet predetermined cooperation conditions, and an order determining means for determining at least a portion of the action order of the predetermined number of characters according to a predetermined logic (for example, a logic that works to the advantage of the game's progress, such as applying the bonus more effectively) when the cooperation status is set.
[0102] 3 User device (game system) 31 Control unit (computer) 33 Progress control unit (situation setting means, opportunity granting means, order determination means) 50 Battle screen (game screen) 51 Character 51A Enemy character 51B Ally character (some characters) 54 Timeline (order display unit) MO Monitor (display device) TS Touch sensor (input device) PG2 Game program (computer program)
Claims
1. A computer program that causes a computer incorporated into a game system that provides a user with a game in which each character acts in sequence, using a display device that displays a game screen including multiple characters and an input device that inputs action instructions for at least some of the multiple characters, to function as a situation setting means for setting a cooperation status for granting a predetermined number of characters a bonus when the action order of a predetermined number of the multiple characters satisfies cooperation conditions, and an opportunity granting means for giving the user an opportunity to change at least some of the action order of the predetermined number of characters when the cooperation status is set.
2. The computer program of claim 1, wherein the action instruction is input to be selected from a plurality of action candidates provided for each character.
3. The computer program of claim 2, wherein the computer functions as an order determination means for determining the next action order of each character based on a predetermined rule that utilizes the action selected as the action instruction for each character from the plurality of action candidates.
4. The computer program of claim 3, wherein the order determination means determines the next action order of a predetermined number of characters based on a rule different from the predetermined rule when the privilege is granted.
5. The computer program according to claim 3, wherein the game screen is provided with an order display unit that displays the order of actions for each character, and the order display unit includes information on the next turn order for each character.
6. The computer program of claim 5, wherein some of the characters are provided with a normal state that is subject to the cooperation conditions and an abnormal state that is not subject to the cooperation conditions, and the characters in the abnormal state are excluded from the target of the predetermined number of characters.
7. The computer program of claim 6, wherein the abnormal state includes a first abnormal state which is displayed on the sequence display unit and is subject to the action order, and a second abnormal state which is omitted from the display on the sequence display unit and is excluded from the action order.
8. The computer program according to any one of claims 1 to 7, wherein the aforementioned benefit is granted an effect that increases the influence that the actions of each character have on the progress of the game.
9. The computer program according to any one of claims 1 to 7, wherein the plurality of characters include some of the characters and enemy characters corresponding to the enemies of some of the characters, and the game is provided as a competitive game in which some of the characters and the enemy characters compete against each other.
10. A game system that provides a user with a game in which each character acts in sequence, using a display device that displays a game screen including multiple characters and an input device that inputs action instructions for at least some of the multiple characters, the system comprising: a status setting means for setting a cooperation status for granting a bonus to a predetermined number of characters when the action order of a predetermined number of the multiple characters satisfies cooperation conditions; and an opportunity granting means for giving the user an opportunity to change at least some of the action order of the predetermined number of characters when the cooperation status is set.
11. A control method for causing a computer incorporated into a game system that provides a user with a game in which each character acts in sequence, using a display device that displays a game screen including multiple characters and an input device that inputs action instructions for at least some of the multiple characters, to execute: a status setting procedure for setting a cooperation status for granting a benefit to a predetermined number of characters when the action order of a predetermined number of the multiple characters satisfies cooperation conditions; and an opportunity granting procedure for granting the user an opportunity to change the action order of at least some of the predetermined number of characters when the cooperation status has been set.