WO2006073051A1 - ゲーム装置、ゲーム装置の制御方法及び情報記憶媒体 - Google Patents
ゲーム装置、ゲーム装置の制御方法及び情報記憶媒体 Download PDFInfo
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- WO2006073051A1 WO2006073051A1 PCT/JP2005/023296 JP2005023296W WO2006073051A1 WO 2006073051 A1 WO2006073051 A1 WO 2006073051A1 JP 2005023296 W JP2005023296 W JP 2005023296W WO 2006073051 A1 WO2006073051 A1 WO 2006073051A1
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- Prior art keywords
- display
- game
- display restriction
- image
- game device
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Classifications
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- A63F13/10—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6638—Methods for processing data by generating or executing the game program for rendering three dimensional images for simulating particle systems, e.g. explosion, fireworks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6653—Methods for processing data by generating or executing the game program for rendering three dimensional images for altering the visibility of an object, e.g. preventing the occlusion of an object, partially hiding an object
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8029—Fighting without shooting
Definitions
- the present invention relates to a game device, a game device control method, and an information storage medium.
- a game device in which an image displayed on a game screen is changed according to occurrence of a predetermined game event.
- a game device is known in which the shape of the player's operation target is changed according to the occurrence of a predetermined game event.
- Patent Document 1 Japanese Patent Laid-Open No. 9-231409
- the difficulty of predicting the change given to the image is enhanced and the state in which the image returns to the original state is suitably expressed so as not to bore the player. It is highly desired.
- the present invention has been made in view of the above problems, and its purpose is to increase the difficulty of predicting a change given to an image displayed on a game screen and to return the image to its original state. It is an object of the present invention to provide a game apparatus, a control method for the game apparatus, and an information storage medium that can appropriately express the situation.
- a game device provides a game device that displays an image including a plurality of element images on a game screen. At least one element image displayed on the game screen is selected based on a random number, and the display restriction means for restricting the display of the selected element image is associated with the element image whose display is restricted by the display restriction means. And the order information storage means for storing the order information indicating the order in which the display of the element images is restricted, and the display restriction by the display restriction means is released based on the order information stored in the order information storage means. And display restriction releasing means.
- the game device control method is based on the game device control method for displaying an image including a plurality of element images on a game screen. At least one element image displayed on the game screen is selected based on a random number, a display restriction step for restricting display of the selected element image, and an element image whose display is restricted by the display restriction step.
- a display restriction step for restricting display of the selected element image
- an element image whose display is restricted by the display restriction step is selected based on a random number
- a display restriction step for restricting display of the selected element image
- an element image whose display is restricted by the display restriction step corresponds to the step of the step of storing in the storage means order information indicating the order in which the display of the element image is restricted, and the element image whose display is restricted by the display restriction step.
- a display restriction releasing step of selecting based on the order information stored in the storage means and releasing the display restriction on the element image.
- the program according to the present invention is a game device for displaying an image including a plurality of element images on a game screen, such as a home game machine, a portable game machine, an arcade game machine, a mobile phone,
- a program for causing a computer such as an information terminal (PDA) or a personal computer to function, wherein at least one of the element images displayed on the game screen is generated based on a random number when a predetermined game event occurs.
- the display restriction means for restricting the display of the selected element image, and the order information indicating the order in which the display of the element image is restricted is stored in association with the element image whose display is restricted by the display restriction means.
- Display restriction release means for releasing the display restriction by the display restriction means based on the order information storage means and the order information stored in the order information storage means And to a program for causing the computer to function.
- An information storage medium is a computer-readable information storage medium storing the above-described program.
- a program distribution apparatus is a program distribution apparatus that includes an information storage medium storing the above program, reads the program from the information storage medium, and distributes the program.
- a program distribution method is a program distribution method including an information storage medium storing the above-described program, reading the program from the information storage medium, and distributing the program.
- an image including a plurality of element images is displayed on the game screen. Further, according to the occurrence of a predetermined game event, at least one of the element images displayed on the game screen is selected based on a random number, and the display of the selected element image is restricted. Display is limited In correspondence with the limited element image, order information indicating the order in which the display of the element image is limited is stored. Based on this order information, the display restriction on the element image is released. According to the present invention, it is possible to increase the difficulty of predicting a change given to an image displayed on the game screen and to appropriately express how the image returns to the original state.
- the display restriction release unit may further release the display restriction by the display restriction unit based on a random number. In this way, the display limit can be changed.
- the present invention includes numerical information storage means for storing numerical information that is decreased in response to the occurrence of the predetermined game event, and the display restricting means is configured to respond to a decrease in the numerical information And selecting at least one of the element images displayed on the game screen based on a random number, restricting the display of the selected element image, and the display restriction releasing means canceling the display restriction by the display restricting means May be executed in response to an increase in the numerical information. In this way, the player can grasp the state of the numerical information at a glance by referring to the image.
- the present invention includes numerical information storage means for storing numerical information that is increased in response to the occurrence of the predetermined game event, and the display restricting means responds to an increase in the numerical information. And selecting at least one of the element images displayed on the game screen based on a random number, restricting the display of the selected element image, and the display restriction releasing means canceling the display restriction by the display restricting means May be executed in response to a decrease in the numerical information. In this way, the player can grasp the state of the numerical information at a glance by referring to the image.
- the display restricting means uses, as random numbers, the number of element images corresponding to the amount of increase or decrease of the numerical information from among the element images displayed on the game screen. Let's choose based!
- an operation target image may be displayed on the game screen, and the image may be displayed at a position based on the position of the operation target image! ⁇ .
- the player refers to the state of the image while performing the operation while paying attention to the operation target image.
- it is possible to grasp the state of numerical information at a glance.
- FIG. 1 is a diagram showing a configuration of a game device according to the present embodiment.
- FIG. 2 is a diagram illustrating an example of a controller.
- FIG. 3 is a diagram showing an example of a three-dimensional game screen.
- FIG. 4 is a diagram showing a configuration of a shield object.
- FIG. 5 is a diagram showing an example of a game screen.
- FIG. 6 is a diagram showing an example of a game screen.
- FIG. 7 shows an example of a game screen.
- FIG. 8 shows an example of a game screen.
- FIG. 9 is a diagram showing functional blocks of the game device according to the present embodiment.
- FIG. 10 is a diagram showing an example of defense possible remaining number data.
- FIG. 11 is a diagram showing an example of shield element management data.
- FIG. 12 is a diagram showing an example of elapsed time counter data.
- FIG. 13 is a flowchart showing processing executed by the game device.
- FIG. 14 is a flowchart showing processing executed on the game device.
- FIG. 15 is a flowchart showing processing executed by the game device.
- FIG. 16 is a diagram showing an overall configuration of a program distribution system according to another embodiment of the present invention.
- FIG. 1 is a diagram showing a configuration of a game device according to an embodiment of the present invention.
- the game apparatus 10 shown in the figure is configured by attaching a DVD-ROM 25 and a memory card 28 as information storage media to a consumer game machine 11 and further connecting a monitor 18 and a speaker 22.
- a home television receiver is used for the monitor 18, and its built-in speaker is used for the speaker 22.
- the consumer game machine 11 includes a bus 12, a microprocessor 14, an image processing unit 16, an audio processing unit 20, a DVD-ROM playback unit 24, a main memory 26, an input / output processing unit 30, and a controller 32. It is a well-known computer game system comprised including. Components other than the controller 32 are accommodated in the housing.
- the node 12 is used for exchanging addresses and data among the units of the consumer game machine 11.
- the microprocessor 14, the image processing unit 16, the main memory 26, and the input / output processing unit 30 are connected by a bus 12 so that mutual data communication is possible.
- the microprocessor 14 controls each unit of the consumer game machine 11 based on an operating system stored in a ROM (not shown), a program read from the DVD-ROM 25, and data read from the memory card 28.
- the main memory 26 includes, for example, RAM, and the program read from the DVD-ROM 25 and the data read from the memory card 28 are written as necessary.
- the main memory 26 is also used for the work of the microphone processor 14.
- the image processing unit 16 includes a VRAM, and draws a game screen on the VRAM based on image data sent from 14 microprocessors. Then, the content is converted into a video signal and output to the monitor 18 at a predetermined timing.
- the input / output processing unit 30 is an interface for the microprocessor 14 to access the audio processing unit 20, the DVD-ROM playback unit 24, the memory card 28, and the controller 32.
- An audio processing unit 20, a DVD-ROM playback unit 24, a memory card 28, and a controller 32 are connected to the input / output processing unit 30.
- the sound processing unit 20 is configured to include a sound buffer, and reproduces various sound data such as game music, game sound effects, and messages read from the DVD-ROM 25 and stored in the sound buffer. Output from speaker 22.
- the DVD-ROM playback unit 24 reads a program recorded on the DVD-ROM 25 in accordance with an instruction from the microprocessor 14. It should be noted that any other information storage medium such as a CD-ROM or ROM card may be used here in order to supply the program to the consumer game machine 11 using a DVD-ROM 25. Further, a remote geopower program may be supplied to the consumer game machine 11 via a data communication network such as the Internet.
- the memory card 28 includes a nonvolatile memory (for example, EEPROM). House The game machine 11 for the garden has a plurality of memory card slots for installing the memory cards 28, and a plurality of memory cards 28 can be installed at the same time.
- the memory card 28 is configured to be removable from the memory card slot, and is used for storing various types of game data such as saved data.
- the controller 32 is a general-purpose operation input means for the player to input various game operations.
- the input / output processing unit 30 scans the state of each unit of the controller 32 at regular intervals (for example, every 1Z60 seconds), and passes an operation signal representing the scan result to the microprocessor 14 via the bus 12.
- the microprocessor 14 determines the game operation of the player based on the operation signal.
- the home-use game machine 11 is configured so that a plurality of controllers 32 can be connected, and based on an operation signal input from each controller 32, the micro-port processor 14 controls the game!
- FIG. 2 is a diagram illustrating an example of the controller 32.
- the controller 32 shown in the figure is a general-purpose game controller.
- the direction buttons 34 on the surface of the controller 32 a start button 36, buttons 38X, 38Y, 38A, 38B are provided.
- buttons 42L and 42R are provided on the left and right sides of the front side, respectively, and buttons 40L and 40R are provided on the left and right sides of the back side.
- the direction button 34 has a cross shape, and is usually used to set the moving direction of the character or cursor.
- the start button 36 is a small push button having a triangular shape, and is usually used for starting a game or forcibly ending a game.
- the player operates the player character (game character to be operated by the player) by executing the game program supplied via the DVD-ROM 25,
- a three-dimensional action game is offered by capturing various game events while ensuring that the hit points that are reduced by attacking enemy characters do not become zero.
- a 3D game space (virtual 3D space) in which objects such as player characters and enemy characters are arranged is constructed by executing the above game program.
- the monitor 18 has this 3D game space.
- a given viewpoint eg, a viewpoint that follows the player character is displayed.
- the player operates the controller 32 while watching such a game screen, and gives various action instructions such as a movement instruction, an attack instruction, and a defense instruction to the player character.
- the number of times that an enemy character's attack can be invalidated by a defense operation is limited. More specifically, the remaining number of defense possible times (remaining defense possible number of times) is 3 at the initial value, and decreases each time the enemy character's attack is invalidated.
- the number of remaining defenses will increase by one each time a certain amount of time has passed without the enemy character's attack being invalidated. However, the initial value (3 times) is not exceeded. The player advances the game while always considering the remaining number of times that can be defended.
- FIG. 3 shows an example of a three-dimensional game space constructed in the main memory 26.
- a ground object 48 As shown in the figure, a ground object 48, a player character 50 (player character object), and a shield object 52 are arranged in the three-dimensional game space.
- the power to place enemy character objects in addition to these objects is omitted here.
- the shield object 52 is arranged at a position determined based on the position of the player character 50 (more specifically, a predetermined position in front of the player character 50). That is, the shield object 52 is arranged so as to follow the player character 50.
- the shield object 52 includes 27 shield element objects 54 as shown in FIG. That is, the shield object 52 is an aggregate (aggregate object) of 27 shield element objects 54.
- 27 shield element objects 54 are One shield object 52 is formed by being arranged at a position based on the position of the player character 50 according to the arrangement.
- all or part of the shield element object 54 is set to be transparent according to the decrease in the number of remaining defenses.
- all or some of the shield element objects 54 that are set to be transparent are made opaque as the number of remaining defenses increases.
- FIGS. 5 to 8 are diagrams showing an example of the game screen displayed on the monitor 18.
- the game screen includes a player character 50 (more specifically, an image showing the player character 50 viewed from a given viewpoint) and a shield object 52 (more specifically, a shield object 52).
- the image showing how the given viewpoint is also viewed is displayed.
- the shield object 52 shield element object 54
- FIG. 5 shows a game screen when the player performs a defense operation when the remaining defense possible number is “3”.
- all shield element objects 54 are set to be opaque, and the shield object 52 is displayed in a complete form on the game screen.
- FIG. 6 shows an example of the game screen when the player performs a defense operation in this case. As shown in the figure, a part of the shield object 52 is displayed as broken on the game screen.
- FIG. 7 shows an example of the game screen when the player performs a defense operation in this case! / As shown in the figure, the shield object 52 is displayed as further broken on the game screen. If the enemy character's attack is invalidated by the defense operation when the defense possible remaining power is “l”, the defense possible remaining number is updated to “0”. In this case, all shield element objects 54 are set to transparent.
- FIG. 8 shows an example of the game screen when the player performs a defense operation in this case. In this case, even if the player performs a defense operation, the shield object 52 is not displayed on the game screen.
- the shield object 52 that is damaged in accordance with the decrease in the number of remaining defenses and restored in response to the increase in the number of remaining defenses is displayed in the vicinity of the player character 50. . For this reason, the player can grasp the damage state power of the shield object 52 at a glance at the number of remaining defenses, while paying attention to the player character 50 and performing the operation. Further, in the game apparatus 10, the state of the damage of the shield object 52 is not the same every time, so that the player is not bored! /, And now! /.
- the remaining number of defenses can be reduced from “0”.
- the shield element object 54 that is set to transparent when the remaining defense possible number is updated from “1” to “0” is returned to the opaque state, and the game screen displays FIG.
- the shield object with the status shown in Fig. 52 is displayed.
- the shield element object 5 4 set to transparent when the remaining defense possible number is updated from “2” to “1” is opaque
- the shield object 52 in the state shown in FIG. 6 is displayed on the game screen.
- the shield element object 54 that is set to be transparent when the remaining defense possible number is updated to “3” power “2” becomes invalid.
- the screen is returned to the transparent state, and the shield object 52 in the state shown in FIG. 5 is displayed on the game screen.
- the game apparatus 10 can appropriately express the state in which the shield object 52 is gradually restored even if the damage state of the shield object 52 is not the same every time. Do not give the player a sense of incongruity! /
- FIG. 9 relates to the present invention among the functional blocks realized in the game apparatus 10. The thing is mainly shown.
- the game device 10 includes a determination unit 60, a display restriction unit 66, a display restriction release unit 68, a storage unit 70, and a game image display unit 76. These functions are realized by the game device 10 executing a program supplied via a computer-readable information storage medium or a communication network.
- the storage unit 70 is mainly composed of the main memory 26, and stores various parameter information related to the player character 50 and various parameter information related to the simulation game. For example, parameter information indicating the position and posture of a dynamic object (player character 50, enemy character, etc.) placed in the 3D game space is stored. Further, for example, parameter information (such as hit points) indicating the state of the player character 50 or enemy character is stored.
- the storage unit 70 includes a defense possible remaining number storage unit 72 (numerical information storage means)!
- the defense possible remaining number storage unit 72 stores, for example, defense possible remaining number data as shown in FIG.
- the remaining number of defenses is numerical information indicating the remaining number of times that the enemy character's attack can be invalidated by performing a defense operation, and is “0”, “1”, “2”, “3”. Either value is assumed.
- the initial value of the remaining number of times that defense can be performed is “3”, and it decreases each time an enemy character's attack invalidation event (predetermined game event) occurs. Specifically, every time an enemy character's normal attack is invalidated by the defense operation, it is decremented by 1. When the enemy character's special attack is invalidated by the defense operation, it is updated to “0”.
- the storage unit 70 includes a shield element management data storage unit 74 (order information storage means)!
- the shield element management data storage unit 74 stores shield element management data having a data configuration as shown in FIG. 11, for example.
- the shield element management data includes a shield element object ID, a display restriction state flag, a scattering state flag, a scattering start position, a scattering start speed vector, a scattering elapsed time counter, It is comprised including.
- the shield element object ID is identification information for identifying each shield element object 54.
- the display restriction state flag is information indicating the display restriction state of each shield element object 54.
- the display restriction status flag takes one of the values “0”, “1”, “2”, or “3”.
- the display restriction state flag power “0” shield element object 54 indicates the shield element object 54 displayed on the game screen.
- the shield element object 54 with the display restriction status flag “1” is limited to display on the game screen when the remaining defense possible number is reduced to “2” (set to transparent).
- a shield element object 54 is shown.
- a shield element object 54 whose display restriction status flag is “2” is a shield element object whose display on the game screen is restricted when the remaining defense possible number is reduced to “1”.
- Figure 54 is shown.
- the shield element object 54 whose display restriction status flag is “3” is a shield element object whose display on the game screen is restricted when the remaining defense power S is reduced to “0”. 54 is shown.
- the shield element object 54 whose display restriction state flag is “1” is the shield element object 54 whose display is restricted first.
- the shield element object 54 whose display restriction state flag is “2” is the shield element object 54 whose display is restricted second.
- the shield element object 54 whose display restriction state flag is “3” is the shield element object 54 that is thirdly restricted.
- the display restriction state flag indicates whether or not the shield element object 54 is displayed on the game screen (whether or not it is set to be transparent), and the shield on which the display on the game screen is restricted.
- the element object 54 also serves as order information indicating the order in which such display restrictions are made.
- the scattering state flag, the scattering start position, the scattering start speed vector, and the scattering elapsed time counter are about the shield element object 54 that is shifted to a state where the display on the game screen is restricted (a state set to be transparent). This is information (scattering management information) for performing a splashing effect.
- the scattering state flag is information indicating whether or not the shield element object 54 is performing a scattering effect.
- the scattering status flag indicates the scattering effect of the shield element object 54. It is “1” when it is in progress, and “0” when it is not executing a powerful performance.
- the scattering start position indicates the initial position of the scattering effect object for the scattering effect of the shield element object 54.
- the scattering start speed vector indicates the initial speed vector of the scattering effect object corresponding to the shield element object 54.
- the scattering elapsed time counter indicates the elapsed time since the execution of the scattering effect of the shield element object 54 is started.
- the scattering elapsed time counter is numerical information that indicates the amount of time it takes in 1Z60 seconds.
- the above information is held for all the shield element objects 54.
- the determination unit 60 determines whether or not the update condition for each parameter information related to the simulation game is satisfied, and updates the content of each parameter information according to the determination result. In the present embodiment, the determination unit 60 determines whether or not the increase or decrease condition of the remaining defense possible number stored in the defense possible remaining number storage unit 72 is satisfied, and the defense is performed according to the determination result. Increase or decrease the remaining number of possible times.
- the first determination unit 62 determines whether or not the condition for reducing the number of remaining defenses is satisfied.
- the condition for decreasing the number of remaining defenses is a condition for determining whether or not an enemy character's attack invalidation event has occurred.
- the second determination unit 64 determines whether or not the force satisfies the increase condition of the remaining number of times that can be defended. First 2
- the determination unit 64 holds an elapsed time counter as shown in FIG.
- the elapsed time counter is numerical information indicating the elapsed time since the increase / decrease (most recent) of the remaining number of defenses possible, for example, in units of 1Z 60 seconds.
- the condition for increasing the number of remaining defenses is a condition as to whether or not the value of the elapsed time force counter has reached a predetermined value. If the second determination unit 64 determines that the condition for increasing the number of remaining defenses is satisfied, the second determination unit 64 increases the number of remaining defenses stored in the defense possible remaining number storage unit 72 by one. Details will be described later (see S116 to S118 in FIG. 14).
- the display restriction unit 66 selects at least one of the shield element objects 54 (element images) displayed on the game screen based on random numbers. The selection is performed according to the determination result by the first determination unit 62. In other words, it is executed in response to the occurrence of an invalidation attack event of the enemy character. In other words, it is executed in response to the update of the remaining defense possible number by the first determination unit 62. Note that the display restriction unit 66 may select the number of shield element objects 54 corresponding to the change amount (decrease amount) of the remaining defense possible number based on the random number.
- the display restriction unit 66 restricts the display of the selected shield element object 54 on the game screen.
- the transparency (alpha value) of the selected shield element object 54 is set to be transparent.
- the display restriction unit 66 sets the value of the display restriction state flag of the selected shield element object 54 to “1”, “2”, “3” based on the value of the remaining defense possible number at that time. Update to one of Details will be described later (see S106, S108, and S111 in FIG. 14).
- the display restriction release unit 68 releases the display restriction by the display restriction unit 66 based on the display restriction state flag of the shield element management data.
- the display restriction release unit 68 selects at least one of the shield element objects 54 whose display is restricted by the display restriction unit 66 based on the display restriction state flag of the shield element management data. The selection is performed according to the determination result by the second determination unit 64. In other words, it is executed in response to the update of the remaining number of defenses possible by the second determination unit 64.
- the display restriction release unit 68 further selects a powerful selection based on a random number. You may make it carry out. Further, the display restriction releasing unit 68 may select the number of shield element objects 54 corresponding to the change amount (increase amount) of the remaining defense possible number based on the random number.
- the display restriction releasing unit 68 releases the display restriction for the selected shield element object 54.
- the transparency (alpha value) of the selected shield element object 54 is set to be opaque.
- the display restriction release unit 68 updates the value of the display restriction state flag of the selected shield element object 54 to “0”. Details will be described later (see S119 and S120 in Fig. 14).
- the game image display unit 76 mainly includes an image processing unit 16 and a monitor 18.
- the game image display unit 76 generates a game image representing a 3D game space in which a player character 50, a shield element object 54, an enemy character, and the like are arranged from a given viewpoint, and is displayed on the monitor 18. indicate. Details will be described later (see S127 in FIG. 15).
- FIG. 13 to FIG. 15 are flowcharts mainly showing those related to the present invention among the powerful game processes. Note that the processing shown in these drawings is realized by the microprocessor 14 executing a program supplied via an information storage medium (or communication network) such as a DVD-ROM 25.
- an information storage medium or communication network
- the first determination unit 62 determines whether or not an attack by the enemy character hits the player character 50 (S101).
- hit determination objects for example, spheres or triangle objects
- the first determination unit 62 executes known hit determination processing for the hit determination object and the enemy character attack means object.
- the attack means object is a part of an enemy character object (such as an arm or a leg), a weapon object included in the enemy character, a spear object that is produced so that the enemy character power can also be emitted, or a hit determination object corresponding thereto. It is.
- the first determination unit 62 determines whether a defensive operation is being performed (S102). For example, a predetermined button on the controller 32 (example For example, when the operation of pressing the button 42R) is a defensive operation, it is determined whether or not an operation signal indicating the operation of pressing the button is input from the controller 32.
- a defensive operation For example, a predetermined button on the controller 32 (example For example, when the operation of pressing the button 42R) is a defensive operation, it is determined whether or not an operation signal indicating the operation of pressing the button is input from the controller 32.
- the first determination unit 62 determines that a defense operation has been performed, the first determination unit 62 refers to the stored contents of the defense possible remaining number storage unit 72 to determine whether or not the defense possible remaining number power ⁇ is power ( S103).
- the first determination unit 62 determines whether or not the attack on the player character 50 (attack determined to have hit the player character 50) is a special attack. (S 104). As mentioned earlier, special attacks are attacks that unconditionally set the remaining number of defenses to “0”.
- the first determination unit 62 determines that the attack on the player character 50 is not a special attack (normal attack)
- the first determination unit 62 decrements the remaining defense possible number stored in the defense possible remaining number storage unit 72 ( S105).
- the display restriction unit 66 sets the shield element object to be set transparent from the shield element objects 54 (set to transparent, shield element object 54) displayed on the game screen. 54 are selected (S106). More specifically, referring to the contents of the shield element management data, nine shield element objects 54 are selected from among the shield element objects 54 whose display restriction status flag is “0” based on random numbers.
- the display restriction unit 66 determines the scattering start speed vector for each selected shield element object 54 (S107).
- the scattering start speed vector is determined based on a random number. Specifically, the initial speed is determined based on a random number.
- the direction of the enemy character that has attacked the player character 50 is determined based on random numbers so that the angle formed by the direction to the player character 50 (attack direction) is within a predetermined angle as the scattering direction. Is done.
- the display restriction unit 66 updates the content of the shield element management data based on the determination content in S106 and S107 (S108). Specifically, when the remaining defense possible number is “2”, the display restriction state flag of the shield element object 54 selected in S106 is updated to “1”. Also, when the defense possible remaining power S is “l”, the display restriction status flag is updated to “2”, and when the defense possible remaining power is “0”, the display restriction status flag is set to “3”. Update. In addition, the scattering start flag of the shield element object 54 selected in S 106 Is updated to "1". Further, the position of the shield element object 54 at that time is registered as the scattering start position, and the scattering start speed vector determined in S107 is registered as the scattering start speed vector.
- the display restriction unit 66 refers to the contents of the shield element management data, and determines the scattering start speed vector for each shield element object 54 with the display restriction state flag force S “0” (S110). At this time, the scattering start velocity vector is determined in the same manner as in S107. Then, the display restriction unit 66 updates the shield element management data (S111). Specifically, the display restriction state flag is updated to “3” for each shield element object 54 whose display restriction state flag is “0”. Further, the position of the shield element object 54 at that time is registered as the scattering start position, and the scattering start speed vector determined in S110 is registered as the scattering start speed vector.
- the second determination unit 64 initializes an elapsed time counter to “0” (S112).
- a process of reducing the hit points of the player character 50 is executed. (S 113).
- the amount of decrease in hit points is determined based on, for example, the defensive power parameter of the player character 50, the attack power parameter of the enemy character that has attacked the player character 50, and a random number. In this case, it is determined whether or not the player character has a hit point of “0” (S 114). If it is determined to be “0”, a game over process is executed, and a game over screen is formed on the VRAM (S122). The game over screen formed on the VRAM is output to the monitor 18 at a predetermined timing.
- the second determination unit 64 determines whether the remaining defense possible number is the maximum defense possible number “3” (S115). If the second determination unit 64 determines that the remaining defense possible number is not “3”, The overtime counter (see FIG. 12) is incremented (S116).
- the second determination unit 64 determines whether or not the elapsed time counter is greater than or equal to a predetermined value.
- the display restriction release unit 68 refers to the content of the shield element management data, and acquires the maximum value of the display restriction state flag. Then, nine shield element objects 54 are selected from the shield element objects 54 whose display restriction state flag is the maximum value, that is, the shield element objects 54 that are finally set to be transparent (S119). At this time, if there are nine or more shield element objects 54 whose display restriction state flag has the maximum value, nine shield element objects 54 should be selected based on random numbers. ,.
- the shield element management data is updated (S120). Specifically, the display restriction state flag of the shield element object 54 selected in S119 is updated to “0”. Further, the display restriction release unit 68 initializes the elapsed time counter to “0” (S121).
- the display restriction on the shield element object 54 is released (returning the display restriction state flag to "0") in order from the last display restricted (set to transparent).
- the display restriction release unit 68 selects nine shield element objects 54 at a time, and updates the display restriction state flag of the selected shield element object 54 to "0". Such selection and update may be performed in several steps. For example, in the case of performing three times, if three shield element objects 54 are sequentially selected based on random numbers, the display restriction status flag of the selected shield element object 54 is updated to “0”. Good. This makes it possible to better express how the shield object 52 is gradually restored on the game screen.
- the determination unit 60 After the process of S112 or S121 is executed, or when the elapsed time counter is determined to be less than the predetermined value in S117, the determination unit 60 refers to the content of the shield element management data, The scatter elapsed time counter of each shield element object 54 whose scatter state flag is “1” is incremented (S123). Then, it is determined whether or not the shield element object 54 having the scattering state flag force “l” has a force that causes the corresponding scattering effect object to land on the ground object 48 (S124).
- the current position of the scattering effect object corresponding to the shield element object 54 is represented by the scattering start position, the scattering start speed vector, the scattering elapsed time counter, To determine whether the scattering effect object is in contact with the ground object 48 or not.
- the determination unit 60 When determining that the scattering effect object is landed on the ground object 48, the determination unit 60 initializes the scattering management information of the shield element object 54 corresponding to the scattering effect object (S 125 ). Specifically, the scattering state flag is updated to “0” and the scattering start position, the scattering start speed vector, and the scattering elapsed time counter are initialized.
- the determination unit 60 executes another game parameter update process (S126). For example, the parameter information indicating the position of the player character 50 is updated according to the movement instruction operation by the player.
- the game image display unit 76 When the above process is completed, the game image display unit 76 generates a game screen (S127).
- the shield element object 54 whose display restriction state flag power is “0” is set to be opaque, and when the display restriction state flag is not “0”, the shield element object 54 is set to be transparent. Even if the shield element object 54 has the display restriction state flag “0”, it is set to be transparent when it is determined that the player has not performed a defense operation.
- the shield element object 54 having the scattering state flag force “1” the position of the three-dimensional game space calculated based on the scattering start position, the scattering start speed vector, and the scattering elapsed time counter is set. A scattering effect object is arranged.
- a game screen representing is formed on the VRAM.
- the game screen formed on the VRAM is output to the monitor 18 at a predetermined timing.
- the game device 10 it is designed so that the damage mode of the shield object 52 is not the same every time the number of remaining defenses is reduced, so that the player is not bored. ing. Furthermore, according to the game device 10, the state in which the shield object 52 is gradually restored can be suitably expressed even if the damage state of the shield object 52 does not become the same every time! / Speak.
- the shield object 52 may be damaged as the value increases, and the shield object 52 may be restored as the numerical parameter decreases.
- display restriction is performed on all shield element objects 54 in advance, and at least one shield element object 54 is selected according to the increase (decrease) in the predetermined numerical parameter.
- the display restriction of the selected shield element object 54 may be released.
- the decrease (boost!) Of the predetermined numerical parameter at least one shield element object 54 whose display restriction has been lifted is selected, and the display restriction is again applied to the selected shield element object 54. You just have to do it.
- the selection of the shield element object 54, the display restriction, and the release of the display restriction may be performed in the same manner as in the embodiment described above.
- FIG. 16 is a diagram showing the overall configuration of a program distribution system using a communication network.
- the program delivery method according to the present invention will be described with reference to FIG.
- the program distribution system 100 includes a game database 102, a server 104, a communication network 106, a personal computer 108, a consumer game machine 110, and a PDA (personal digital assistant) 112.
- the game database 102 and the server 104 constitute a program distribution device 114.
- the communication network 106 includes, for example, the Internet and a cable television network.
- a game database (information storage medium) 102 stores a program similar to the content stored in the DVD-ROM 25. Then, when a consumer makes a game distribution request using the computer 108, the home game machine 110, the PDA 112, or the like, it is transmitted to the server 104 via the communication network 106. Then, the server 104 reads out the program from the game database 102 in response to the game distribution request, and transmits it to the game distribution request source such as the personal computer 108, the home game machine 110, and the PDA 112. Here, it may be transmitted unilaterally from the power server 104 adapted to deliver a game in response to a game delivery request.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Processing Or Creating Images (AREA)
- Display Devices Of Pinball Game Machines (AREA)
Abstract
Description
Claims
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR1020077013181A KR100909202B1 (ko) | 2005-01-04 | 2005-12-19 | 게임 장치, 게임 장치의 제어 방법, 및 정보 기억 매체 |
US11/794,107 US20080293487A1 (en) | 2005-01-04 | 2005-12-19 | Game Device, Game Device Control Method, and Information Storage Medium |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2005-000108 | 2005-01-04 | ||
JP2005000108A JP3836860B2 (ja) | 2005-01-04 | 2005-01-04 | ゲーム装置、ゲーム装置の制御方法及びプログラム |
Publications (1)
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WO2006073051A1 true WO2006073051A1 (ja) | 2006-07-13 |
Family
ID=36647536
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/JP2005/023296 WO2006073051A1 (ja) | 2005-01-04 | 2005-12-19 | ゲーム装置、ゲーム装置の制御方法及び情報記憶媒体 |
Country Status (5)
Country | Link |
---|---|
US (1) | US20080293487A1 (ja) |
JP (1) | JP3836860B2 (ja) |
KR (2) | KR20090025370A (ja) |
TW (1) | TWI280888B (ja) |
WO (1) | WO2006073051A1 (ja) |
Families Citing this family (4)
Publication number | Priority date | Publication date | Assignee | Title |
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JP2008119222A (ja) * | 2006-11-10 | 2008-05-29 | Namco Bandai Games Inc | プログラム、情報記憶媒体及びゲーム装置 |
JP5594933B2 (ja) * | 2007-12-25 | 2014-09-24 | 株式会社カプコン | プログラムおよびゲームシステム |
US8974309B2 (en) | 2011-06-13 | 2015-03-10 | Kabushiki Kaisha Square Enix | Video game processing apparatus and video game processing program |
KR102545816B1 (ko) * | 2021-03-24 | 2023-06-21 | 111퍼센트 주식회사 | 게임 제공 장치, 아이템의 조합으로 생성된 공격 무기로 플레이하는 게임 제공 방법 및 컴퓨터 프로그램 |
Citations (3)
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JPH05181946A (ja) * | 1991-12-27 | 1993-07-23 | Matsushita Electric Ind Co Ltd | 図形処理装置 |
JP2002191860A (ja) * | 2001-10-23 | 2002-07-10 | Nintendo Co Ltd | ビデオゲームシステムおよびビデオゲーム用記憶媒体 |
JP2003205170A (ja) * | 2002-01-16 | 2003-07-22 | Konami Co Ltd | 画像表示制御プログラム、画像表示制御方法及びビデオゲーム装置 |
Family Cites Families (11)
Publication number | Priority date | Publication date | Assignee | Title |
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US6045510A (en) * | 1994-02-25 | 2000-04-04 | Colin Corporation | Blood pressure measuring apparatus |
WO1998015328A1 (fr) * | 1996-10-09 | 1998-04-16 | Namco Ltd. | Machine a jeu et support de donnees |
JP3442965B2 (ja) * | 1997-04-25 | 2003-09-02 | 任天堂株式会社 | ビデオゲームシステムおよびビデオゲーム用記憶媒体 |
JP4186136B2 (ja) * | 1998-10-08 | 2008-11-26 | 株式会社セガ | 画像処理装置および画像処理方法 |
JP2001087543A (ja) * | 1999-09-22 | 2001-04-03 | Square Co Ltd | モーション再生制御方法、記録媒体およびゲーム装置 |
US6270416B1 (en) * | 1999-10-25 | 2001-08-07 | Square Co., Ltd. | Video game apparatus and method, and storage medium |
US20010003708A1 (en) * | 1999-12-10 | 2001-06-14 | Takuya Aizu | Entertainment system, entertainment apparatus, recording medium, and program |
JP3438098B2 (ja) * | 2001-08-28 | 2003-08-18 | コナミ株式会社 | ロールプレイングゲーム装置 |
US6705945B2 (en) * | 2001-10-10 | 2004-03-16 | Sony Computer Entertainment America Inc. | Providing game information via characters in a game environment |
US20030232649A1 (en) * | 2002-06-18 | 2003-12-18 | Gizis Alexander C.M. | Gaming system and method |
US7594847B1 (en) * | 2002-10-11 | 2009-09-29 | Microsoft Corporation | Squad command interface for console-based video game |
-
2005
- 2005-01-04 JP JP2005000108A patent/JP3836860B2/ja not_active Expired - Fee Related
- 2005-12-19 US US11/794,107 patent/US20080293487A1/en not_active Abandoned
- 2005-12-19 KR KR1020097001889A patent/KR20090025370A/ko not_active Application Discontinuation
- 2005-12-19 WO PCT/JP2005/023296 patent/WO2006073051A1/ja active Application Filing
- 2005-12-19 KR KR1020077013181A patent/KR100909202B1/ko not_active IP Right Cessation
- 2005-12-30 TW TW094147476A patent/TWI280888B/zh not_active IP Right Cessation
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH05181946A (ja) * | 1991-12-27 | 1993-07-23 | Matsushita Electric Ind Co Ltd | 図形処理装置 |
JP2002191860A (ja) * | 2001-10-23 | 2002-07-10 | Nintendo Co Ltd | ビデオゲームシステムおよびビデオゲーム用記憶媒体 |
JP2003205170A (ja) * | 2002-01-16 | 2003-07-22 | Konami Co Ltd | 画像表示制御プログラム、画像表示制御方法及びビデオゲーム装置 |
Also Published As
Publication number | Publication date |
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JP2006187381A (ja) | 2006-07-20 |
KR20090025370A (ko) | 2009-03-10 |
KR20070086058A (ko) | 2007-08-27 |
JP3836860B2 (ja) | 2006-10-25 |
KR100909202B1 (ko) | 2009-07-23 |
TWI280888B (en) | 2007-05-11 |
TW200633749A (en) | 2006-10-01 |
US20080293487A1 (en) | 2008-11-27 |
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