WO2009081823A1 - ゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラム - Google Patents
ゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラム Download PDFInfo
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- WO2009081823A1 WO2009081823A1 PCT/JP2008/073011 JP2008073011W WO2009081823A1 WO 2009081823 A1 WO2009081823 A1 WO 2009081823A1 JP 2008073011 W JP2008073011 W JP 2008073011W WO 2009081823 A1 WO2009081823 A1 WO 2009081823A1
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- A63F13/10—
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
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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
- 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
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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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
- 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
- A63F13/822—Strategy games; Role-playing games
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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
- A63F2300/6027—Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
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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
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
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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
- A63F2300/80—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
- A63F2300/807—Role playing or strategy games
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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
- A63F2300/80—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
- A63F2300/8076—Shooting
Definitions
- the present invention relates to a game device, a game processing method, an information recording medium, and a program suitable for adjusting a game so that it is not too difficult or too easy for a player.
- the virtual game space there is a game in which a player operates a player character and defeats an enemy character using a virtual gun or sword. For example, when an enemy character appears, the player moves the player character to the position or defeats the enemy character aiming at the position. In addition, when a player character is found as an enemy character, the player character may not move forward unless the enemy character is defeated. In many games, if an enemy character is defeated, another enemy character newly appears. Therefore, the player cannot clear the game without defeating enemy characters that appear one after another.
- the game device causes new enemy characters to appear as appropriate according to the position and level of the player character, and draws the player's interest by making the game more interesting.
- Patent Document 1 the number of enemy characters, the strength, and the like are controlled based on the number of players participating in the game and the level of the player character, thereby making the game interesting without greatly losing the game balance.
- a game system that can be used is disclosed.
- Patent Document 2 discloses a game device that refers to the action history of a player character and changes the appearance frequency of the enemy character depending on the position. For example, if the time from when the player character starts waiting in a specific hole to the present is long, the probability of appearance of the hole of the enemy character is reduced.
- JP 2004-160059 A Japanese Patent Laid-Open No. 11-53570
- an enemy character newly appears in a predetermined place or a randomly selected place, so that the enemy character may appear in the vicinity of the player character in succession. is there. Then, beginner players feel that the difficulty level is high (the enemy characters are strong) and have an unfair feeling regardless of the level of the game and the story development, and as a result, they lose interest in the game. End up. In addition, enemy characters may appear only at locations far away from the player character. Then, the advanced player feels that the difficulty level is low (enemy character is weak) regardless of the game level and story development, and as a result, the interest in the game is reduced.
- the present invention solves such problems, and provides a game device, a game processing method, an information recording medium, and a program suitable for adjusting a game so that the game is not too difficult or too easy for the player.
- the purpose is to do.
- a game device includes a storage unit, a measurement unit, a calculation unit, an appearance determination unit, and an appearance setting unit.
- the storage unit stores the position of the player character that moves in the virtual space according to the player's instruction, the position of the enemy character, the elapsed time from the appearance of the enemy character in the virtual space to the present time, And the position of a candidate for causing a new enemy character to appear.
- the measurement unit measures the elapsed time and stores it in the storage unit.
- the calculation unit calculates a monotonically increasing distance with respect to the stored elapsed time.
- the appearance determination unit determines whether or not a new enemy character appears in the virtual space.
- the appearance setting unit calculates the distance to the player character among the stored candidate positions for the new enemy character to appear.
- the position of the candidate closest to the distance is stored in the storage unit as the position of the enemy character that appears newly, and a new enemy character appears.
- the player operates a player character to play a game that fights, for example, an enemy character.
- the enemy character may be a so-called monster character that moves in the virtual space and attacks the player character, or may not move like a mine.
- the appearance timing of enemy characters varies. For example, an upper limit value of the total number of enemy characters appearing in the game is determined in advance, and the enemy character appears at an arbitrary timing in the game within a range not exceeding this upper limit value. Further, for example, when an enemy character that has already appeared in the virtual space loses the battle with the player character and disappears, another new enemy character appears. Further, for example, an enemy character may appear when the player character grows or reaches a predetermined location.
- the game device of the present invention stores player character information indicating the position of the player character and enemy character information indicating the position of the enemy character. Furthermore, the game device measures and stores the time elapsed since the enemy character appeared in the virtual space. When there are a plurality of enemy characters, the elapsed time is stored for each enemy character. This elapsed time is a time indicating how long each enemy character has continued to appear (live).
- the game device When the enemy character appears, the game device reads the stored elapsed time and calculates a distance (hereinafter referred to as “reference distance”) that increases as the read elapsed time increases.
- the reference distance is a criterion for determining how close to the current position of the player character the enemy character appears. Specifically, candidates for positions where enemy characters appear are determined in advance. The game device causes a new enemy character to appear at a candidate position whose distance to the player character is closest to the reference distance among predetermined candidates.
- the game apparatus can be controlled so that the enemy character appears only one after another while the progress of the player is still low, and the game is not too difficult for a beginner.
- the game apparatus can be controlled so that the enemy character does not appear far away when the player's progress is high and the game is not too easy for the advanced player.
- the calculation unit may calculate an average value of elapsed times associated with enemy characters appearing in the virtual space, and calculate a monotonically increasing distance with respect to the calculated average value.
- the game apparatus may calculate the reference distance based on any of the elapsed times of the enemy characters.
- the reference distance may be calculated based on the average value of the elapsed times of the enemy characters.
- the calculation unit may calculate a monotonically increasing distance with respect to the longest elapsed time among the elapsed times associated with the enemy character appearing in the virtual space.
- the game device can adjust the difficulty level of the game in accordance with the tendency of the player to improve the game.
- the calculation unit may calculate a monotonically increasing distance with respect to the shortest elapsed time among the elapsed times associated with the enemy character appearing in the virtual space.
- the elapsed time of the enemy character that survives for the shortest time (short life), that is, the shortest survival time of the survival time of the appearing enemy character is longer New enemy characters will appear farther away. For example, if the survival time of an enemy character that appears at the time closest to the present time (shortest) is short, the player can estimate that the game is better, so that a new enemy character appears closer. Further, if the survival time of the enemy character that appears most recently is long, the player can estimate that the game is poorer, so that a new enemy character appears farther away. Therefore, the game device can adjust the difficulty level of the game in accordance with the tendency of the player to improve the game.
- the game device may further include a state setting unit, a disappearance determining unit, and a disappearance setting unit.
- the state setting unit sets the player character in a battle state when the position of the enemy character is within a predetermined distance range from the position of the player character, and sets the player character in a non-battle state otherwise.
- the disappearance determination unit determines whether or not to delete the enemy character based on an instruction input from the player.
- the annihilation setting unit annihilates the enemy character from the virtual space when the annihilation determination unit determines that the enemy character is to be annihilated.
- the game has a battle state between the player character and the enemy character and a non-battle state other than that. For example, when the position of an enemy character falls within a predetermined distance from the position of the player character, the player character enters a battle state with the enemy character, and the game enters the battle mode. In the battle mode, the winning or losing of the battle is determined according to the size of the attribute parameters such as the instruction input from the player and the attack power / defense power / life force of the player character.
- the game device can erase the enemy character as appropriate in accordance with the development of the game and the story.
- the game apparatus can adjust the number of enemy characters so that the game is not too difficult or too easy for the player.
- the appearance determination unit may determine that the new enemy character appears when the disappearance setting unit causes the enemy character to disappear.
- a technique in which a new enemy character appears after the already appearing enemy character disappears can be adopted. For example, when a player character wins a battle with an enemy character and the enemy character disappears, another enemy character appears in the virtual space. Therefore, the player proceeds with the game considering whether it is appropriate to defeat the enemy character in terms of strategy, so the game device can adjust the difficulty while reflecting the strategy established by the player in the game. .
- the appearance determination unit may determine whether or not the new enemy character appears using a random number.
- the appearance timing of the enemy character may be an arbitrary timing determined based on a random number.
- the random number may be generated each time using, for example, time as a seed, or may be a random number table created in advance.
- the game device can adjust the difficulty level regardless of the strategy set by the player.
- the appearance determination unit may determine that the new enemy character appears when the total number of enemy characters that appear in the virtual space is smaller than a predetermined upper limit value.
- the game device can adjust the difficulty level of the game by providing a predetermined upper limit value.
- the appearance determination unit may change the upper limit value according to the passage of time in the game executed on the game device.
- the above-mentioned upper limit value of the number of enemy characters that may appear in the virtual space can be a fixed value or a variable value.
- the variable value there is a method of increasing or decreasing the upper limit value as the time in the game to be executed elapses. If the time in the game to be executed is matched with the actual time, the longer the actual play time of the game, the more or fewer enemy characters can appear. For example, the upper limit value is decreased for beginners whose play time is assumed to be longer, and the upper limit value is increased for advanced users whose play time is expected to be shorter. Therefore, the game device can adjust the difficulty level of the game according to the progress of the player. Even for beginners, the upper limit may be increased as the play time is longer.
- the appearance determination unit may change the upper limit value according to the number of enemy characters disappeared by the disappearance setting unit.
- the upper limit value As another example of changing the above upper limit value to a variable value, there is a method of increasing (or decreasing) the upper limit value as the number of enemy characters defeated by the player character increases. For example, the upper limit is increased for advanced players who are assumed to have a large number of enemy characters that can be defeated within a predetermined time period, and the upper limit is set for beginners who are assumed to have a small number of enemy characters defeated within a predetermined time period. Decrease the value. Therefore, the game device can adjust the difficulty level of the game according to the progress of the player.
- the storage unit Instead of storing the elapsed time from when the enemy character appears in the virtual space until the present time, the storage unit causes the state setting unit to set the enemy character to the battle state, and then the disappearance setting unit disappears.
- the elapsed time until may be stored.
- the elapsed time from the appearance of the enemy character in the virtual space to the present is the survival time indicating how long the enemy character has been alive as described above.
- the elapsed time from when the state setting unit sets the battle state to when the disappearance setting unit disappears is the battle time between the player character and the enemy character.
- a new enemy character appears near or far away from the player character according to the length of the battle time. For example, as the battle between the player character and the enemy character is prolonged, a new enemy character appears farther away. In addition, the shorter the battle time, the more new enemy characters appear. Since the game progress of the player (or player character) can be estimated by the length of the battle time, the game device can be adjusted so that the game is not too easy or too difficult for the player.
- the game apparatus moves the position of the enemy character so as to be closer to the position of the player character, and is stored in the storage unit. You may further provide the moving part which updates the position of the said enemy character.
- the game device can be adjusted so that the game is not too easy or too difficult for the player. For advanced players, there is no excessive reduction in the factors that make it difficult to complete the game. For beginners, there are no excessive factors that make it difficult to complete the game.
- the distance between the position of the player character and the position of the enemy character is (A) When it is within a predetermined value, the probability that the enemy character moves in the direction from the position of the enemy character to the position of the player character is relatively larger than the probability that the enemy character moves in the other direction. And (B) Otherwise, the probability that the enemy character moves in the direction from the position of the enemy character to the position of the player character is equal to the probability that the enemy character moves in the other direction, You may further provide the moving part which moves the position of the said enemy character at random, and updates the position of the said enemy character memorize
- enemy characters can move in a virtual space with a random walk.
- the probability of moving is the same for all the movable directions.
- the distance from the player character to the enemy character is larger than the predetermined distance, the probability of moving from the enemy character position to the player character position is relatively higher than the other directions.
- the game device can be adjusted so that the game is not too easy or too difficult for the player. For advanced players, there is no excessive reduction in the factors that make it difficult to complete the game. For beginners, there are no excessive factors that make it difficult to complete the game.
- the moving unit may move the enemy character at a predetermined maximum moving speed or less.
- an upper limit value may be provided for the moving speed of the movable enemy character. For example, when the appearance time of the enemy character or the battle time with the enemy character is long, a new enemy character appears farther from the player character. However, if the moving speed of the enemy character is very fast, it may be a difficult game for beginners. Further, for example, when the appearance time of the enemy character and the battle time with the enemy character are short, a new enemy character appears near the player character. Furthermore, if the moving speed of the enemy character is high, the game may become too difficult for advanced players.
- the game device can make the time until the battle start longer (shorter) as the appearance time of the enemy character and the battle time with the enemy character become longer (shorter), and the game becomes easier for the player. It can be adjusted so that it is not too difficult or too difficult.
- the moving unit may move the enemy character at a predetermined minimum moving speed or higher.
- a lower limit value may be provided for the moving speed of the movable enemy character. For example, when the appearance time of the enemy character or the battle time with the enemy character is long, a new enemy character appears farther from the player character. Furthermore, if the moving speed of the enemy character is very slow, the game may be too easy for beginners. Further, for example, when the appearance time of the enemy character and the battle time with the enemy character are short, a new enemy character appears near the player character. However, if the moving speed of the enemy character is slow, the game may become too easy for the advanced player.
- the game device can make the time until the battle start longer (shorter) as the appearance time of the enemy character and the battle time with the enemy character become longer (shorter), and the game becomes easier for the player. It can be adjusted so that it is not too difficult or too difficult.
- a game processing method is a game processing method executed by a game device having a storage unit, and includes a measurement step, a calculation step, an appearance determination step, and an appearance setting step.
- the storage unit stores the position of the player character that moves in the virtual space according to the player's instruction, the position of the enemy character, the elapsed time from the appearance of the enemy character in the virtual space, and the virtual space.
- the position of a candidate for causing a new enemy character to appear therein is stored.
- the measurement step the elapsed time is measured and stored in the storage unit.
- the calculation step a monotonically increasing distance is calculated with respect to the stored elapsed time.
- the appearance determination step it is determined whether or not a new enemy character appears in the virtual space.
- the distance to the player character is calculated among the stored candidate positions for the enemy character to newly appear. The position of the candidate closest to the distance is stored in the storage unit as the position of the enemy character newly appearing, and a new enemy character appears.
- the new enemy character appears at a position farther from the player character.
- the new enemy character appears at a position closer to the player character.
- the player's game progress is low or when the player character's attack power is weak, generally the life of the enemy character tends to be long. Therefore, according to the present invention, by making it easy for new enemy characters to appear far away from the player character, the enemy characters appear one after another while the player's progress is still low. Can be controlled so that it is not too difficult for beginners.
- the life of the enemy character tends to be short. Therefore, according to the present invention, by making it easy for new enemy characters to appear near the player character, when the player's progress is high, the enemy character appears only far away and the game is advanced. It becomes possible to control so that it is not too easy for it.
- a computer-readable information recording medium causes a computer to function as a storage unit, a measurement unit, a calculation unit, an appearance determination unit, and an appearance setting unit.
- the storage unit stores the position of the player character that moves in the virtual space according to the player's instruction, the position of the enemy character, the elapsed time from the appearance of the enemy character in the virtual space to the present time, And the position of a candidate for causing a new enemy character to appear.
- the measurement unit measures the elapsed time and stores it in the storage unit.
- the calculation unit calculates a monotonically increasing distance with respect to the stored elapsed time.
- the appearance determination unit determines whether or not a new enemy character appears in the virtual space.
- the appearance setting unit calculates the distance to the player character among the stored candidate positions for the new enemy character to appear.
- the position of the candidate closest to the distance is stored in the storage unit as the position of the enemy character that appears newly, and a new enemy character appears.
- the computer functions as a game device that operates as described above.
- a program causes a computer to function as a storage unit, a measurement unit, a calculation unit, an appearance determination unit, and an appearance setting unit.
- the storage unit stores the position of the player character that moves in the virtual space according to the player's instruction, the position of the enemy character, the elapsed time from the appearance of the enemy character in the virtual space to the present time, And the position of a candidate for causing a new enemy character to appear.
- the measurement unit measures the elapsed time and stores it in the storage unit.
- the calculation unit calculates a monotonically increasing distance with respect to the stored elapsed time.
- the appearance determination unit determines whether or not a new enemy character appears in the virtual space.
- the appearance setting unit calculates the distance to the player character among the stored candidate positions for the new enemy character to appear.
- the position of the candidate closest to the distance is stored in the storage unit as the position of the enemy character that appears newly, and a new enemy character appears.
- the program can cause the computer to function as a game device that operates as described above.
- the program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
- the information storage medium can be distributed and sold independently from the computer.
- the present invention it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for adjusting the game so that the game is not too difficult or too easy for the player.
- FIG. 1 It is a figure which shows schematic structure of the typical information processing apparatus with which the game device of this invention is implement
- Example 3 it is a flowchart for demonstrating the process which a game device performs. It is a figure which shows the example of the position which moves an enemy character.
- Example 4 it is a flowchart for demonstrating the appearance setting process which a game device performs. It is a figure which shows the example of the relationship between a reference distance and the candidate of the position where an enemy character newly appears.
- FIG. 7 It is a figure which shows the example of the relationship between a reference distance and the candidate of the position where an enemy character newly appears. It is a figure which shows the example of the relationship between the reference distance, the candidate of the position where an enemy character newly appears, and the tolerance
- FIG. It is a figure for demonstrating the positional relationship of a player character and an enemy character. It is a figure which shows the structural example of the enemy character information memorize
- Information processing apparatus 101 CPU 102 ROM 103 RAM 104 Interface 105 Controller 106 External Memory 107 DVD-ROM Drive 108 Image Processing Unit 109 Audio Processing Unit 110 NIC 200 game device 201 storage unit 202 measuring unit 203 calculating unit 204 appearance setting unit 205 receiving unit 206 moving unit 207 deleting unit 208 output unit 209 appearance determining unit 210 disappearance determining unit 211 disappearance setting unit 212 state setting unit
- Example 1 Examples of the present invention will be described.
- an embodiment in which the present invention is realized using a game information processing apparatus will be described.
- the embodiment described below is for explanation, and the present invention is described. It does not limit the range. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus 100 that performs the function of the game apparatus of the present invention by executing a program.
- a description will be given with reference to FIG. 1
- the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and a DVD-ROM ( A Digital Versatile Disk-Read Only Memory is provided, an image processing unit 108, an audio processing unit 109, and a NIC (Network Interface Card) 110.
- a CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- controller 105 an external memory
- DVD-ROM A Digital Versatile Disk-Read Only Memory is provided
- an image processing unit 108 an audio processing unit 109
- NIC Network Interface Card
- the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
- the CPU 101 uses arithmetic operations such as addition / subtraction / multiplication / division, logical sum, logical product using ALU (Arithmetic Logic Unit) (not shown) for a storage area called a register (not shown) that can be accessed at high speed.
- Logic operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed.
- the CPU 101 itself is configured and can be implemented with a coprocessor so that saturation operations such as addition, subtraction, multiplication, division, etc. for multimedia processing, and trigonometric functions, etc., can be performed at high speed. There is.
- the ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 is started.
- the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
- the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication.
- the CPU 101 provides a variable area in the RAM 103, performs processing by directly operating the ALU on the value stored in the variable, and temporarily stores the value stored in the RAM 103 in a register. Performs an operation on the register and writes the result back to the memory.
- the controller 105 connected via the interface 104 receives an operation input performed by the user when executing a game such as a soccer game or a card game.
- the external memory 106 detachably connected via the interface 104 stores data indicating the play status (such as past results) of the battle game, data indicating the progress of the game, and chat communication log in the case of a network battle. (Recorded) data and the like are stored in a rewritable manner. The user can record these data in the external memory 106 as appropriate by inputting an instruction via the controller 105.
- a DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads out necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
- the image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown).
- the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
- the image calculation processor can execute a two-dimensional image overlay calculation, transparency calculation such as alpha blending, and various saturation calculations at high speed.
- polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and the polygon arranged in the virtual three-dimensional space from the predetermined viewpoint position is determined in the direction of the predetermined line of sight It is also possible to perform high-speed execution of operations for obtaining rendered images.
- the CPU 101 and the image arithmetic processor cooperate to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape. Is possible.
- information such as the image of the battle game and the card image of the card game is prepared on the DVD-ROM, and the state of the battle, the hand, etc. can be displayed on the screen by expanding the information in the frame memory. It becomes like this.
- the audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and sound corresponding to this is output from the speaker.
- the audio processing unit 109 refers to the sound source data included in the audio data and converts the MIDI data into PCM data. If the compressed audio data is in ADPCM (AdaptiveaptDifferential Pulse Code Modulation) format or Ogg Vorbis format, it is expanded and converted to PCM data.
- the PCM data can be output by performing D / A (Digital / Analog) conversion at a timing corresponding to the sampling frequency and outputting it to a speaker.
- the NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
- a computer communication network such as the Internet
- LAN Local Area Network
- 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines
- ISDN Integrated Services Digital Network
- ADSL Asymmetric Digital Subscriber Line
- cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
- the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
- a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
- the game device 200 is a battle game between a player character object (hereinafter simply referred to as “player character”) that moves in a virtual space in accordance with a player instruction and an enemy character object (hereinafter simply referred to as “enemy character”). Execute.
- the enemy character is instructed to move by the game device 200.
- the player character and the enemy character can move in this virtual space.
- the game content is only an example.
- FIG. 2 is a diagram showing a configuration of the game apparatus 200.
- the game device 200 includes a storage unit 201, a measurement unit 202, a calculation unit 203, an appearance setting unit 204, a reception unit 205, a movement unit 206, a deletion unit 207, and an output unit 208.
- the storage unit 201 stores (1) the position of the player character in the virtual space, (2) the position of the enemy character, and (3) the position candidate when the enemy character appears.
- Each position is represented, for example, as a space coordinate value using a coordinate system set in the virtual space.
- the method of determining the coordinate system is arbitrary. For example, an orthogonal coordinate system with three axes orthogonal to each other can be used. It is also possible to use a polar coordinate system such as spherical coordinates using one moving radius and two declinations.
- the storage unit 201 stores these pieces of information in a predetermined storage area in the RAM 103. You may comprise so that it may memorize
- the player can operate the controller 105 to give an instruction to the player character to move it or to fight an enemy character. For example, when a player character attacks an enemy character and the damage level (so-called “damage”) or the total damage caused by this attack exceeds a predetermined value, the enemy character is defeated and the player character wins.
- the enemy character may disappear (disappear from the virtual space and disappear) regardless of the attack by the player character after a predetermined period of time has elapsed since the appearance time.
- the game device 200 causes an enemy character to appear as appropriate according to the development of the game. For example, when the enemy character is defeated or disappears, the game device 200 causes a new enemy character to appear in this virtual space. A new appearance position of the enemy character is selected from the candidates stored in the storage unit 201 by an appearance setting unit 204 described later. Details of this selection method will be described later.
- the player character defeats the enemy character means “the player character wins the enemy character” or “the predetermined attribute parameter of the enemy character is ahead of the attribute parameter of the player character by battle. It means “below a predetermined value”.
- FIG. 3A is a configuration example of data indicating the position of the player character stored in the storage unit 201.
- FIG. 3B is a configuration example of data indicating the position of the enemy character.
- the positions of the enemy characters are stored as many as the number of enemy characters existing in the virtual space.
- the identification information is information for identifying the type and individual of the enemy character.
- the identification information is represented using numbers, characters, symbols, and the like, for example.
- the storage unit 201 may store the identification information for identifying the player character and the position of the player character as information indicating the position of the player character.
- FIG. 3C is a configuration example of data stored in the storage unit 201 and indicating position candidates when an enemy character appears.
- the identification information is information for identifying the type and individual of the enemy character, as in FIG. 3B.
- the candidate list is a candidate for an appearance location when this enemy character newly appears, and is not limited to one and may be a plurality of candidates. These candidates are set in advance.
- the enemy character identified by the identification information “0001” has the coordinate value (X1, Y1, Z1) as the first candidate for the position to newly appear, and the coordinate value (X2) as the second candidate. , Y2, Z2), and the like.
- the appearance setting unit 204 selects one of the N items and stores it in the storage unit 201 so as to place an enemy character at that position.
- the position of the enemy character to be updated is updated.
- the position of each candidate may be specified depending on which one of a plurality of predetermined regions such as “region 1” and “region 2” belongs to. In this case, any one position in the selected area becomes the appearance position of a new enemy character.
- FIGS. 3A to 3C are merely examples. An embodiment that includes only a part of these pieces of information may be employed, or an embodiment that stores other information in addition to these pieces of information may be employed.
- the CPU 101 and the RAM 103 operate in cooperation to function as the storage unit 201.
- the measuring unit 202 measures the elapsed time from the start of the battle game to the present, and stores the measured elapsed time in a predetermined storage area of the RAM 103.
- the measuring unit 202 measures the elapsed time using an internal clock (not shown) provided in the game device 200.
- the measuring unit 202 may measure an accurate time in units of hours, minutes, seconds, etc. to obtain an elapsed time, or a periodic interrupt such as a vertical synchronization interrupt (generally 1/60 second) of a monitor.
- the number of processes may be counted, and the counted number may be used as the elapsed time.
- the measuring unit 202 can also measure the elapsed time from the arbitrary timing of the battle game to the present.
- the CPU 101 functions as the measurement unit 202.
- the measuring unit 202 obtains the elapsed time from the start of the battle game, but may obtain the elapsed time from an arbitrary timing during the game. For example, when the game is composed of a plurality of stages and scenes depending on the degree of progress of the scenario, the elapsed time from the start of each stage or scene can be used. The measuring unit 202 resets the elapsed time for each stage or scene and measures the time again. Further, when a predetermined event occurs in the game, the elapsed time from the occurrence of the event to the present time may be measured.
- the calculation unit 203 calculates a distance (hereinafter referred to as “reference distance”) that increases as the elapsed time measured by the measurement unit 202 increases.
- This reference distance is used by an appearance setting unit 204 (to be described later) to determine a position at which an enemy character appears newly.
- the unit used is arbitrary.
- the reference distance is a distance between two points using a unit length defined in a coordinate system set in the virtual space where the battle game is played (the position coordinates of the player character and the position of the enemy character). (Distance between coordinates).
- the reference distance increases as the elapsed time from the start of this battle game increases. That is, the reference distance monotonously increases with respect to the elapsed time of the game, for example, as shown in FIG. In FIG. 4, this relationship is drawn as a linear function, but the present invention is not limited to this, and an arbitrary curve function may be used. Further, the reference distance may be expressed by a non-continuous function such as a step function.
- the reference distance may be represented by a table that stores the reference distance corresponding to a plurality of elapsed times.
- the calculation unit 203 may perform spline interpolation between each point so that the reference distance can be obtained uniquely for an arbitrary elapsed time.
- the interpolation method is arbitrary.
- the CPU 101 functions as the calculation unit 203.
- the appearance setting unit 204 calculates the distance between the position of the candidate and the position of the player character stored in the storage unit 201 among the position candidates at the time of appearance of the enemy character stored in the storage unit 201 by the calculation unit 203.
- the candidate position closest to the determined reference distance is stored in the storage unit 201 so as to be the position of a new enemy character.
- the CPU 101 and the RAM 103 work together to function as the appearance setting unit 204.
- FIG. 5 is a diagram showing an example of the relationship between the reference distance and a candidate position for newly appearing an enemy character.
- Each star mark shown in FIG. 5 indicates the position of a candidate position where an enemy character newly appears.
- three candidates are shown. That is, the storage unit 201 stores a candidate list including three positions from the first to third candidates as candidates for positions at which new enemy characters appear.
- the measurement unit 202 measures the elapsed time from the start of the battle game to the present, and the calculation unit 203 obtains a reference distance corresponding to the measured elapsed time.
- the dotted circle shown in FIG. 5 is a circle whose radius is the calculated reference distance.
- the appearance setting unit 204 selects the candidate closest to the reference distance from the first to third candidates, that is, the candidate closest to the arc of this circle, and sets it as the position of the new enemy character. In this example, the appearance setting unit 204 sets the second candidate as the position of a new enemy character.
- the virtual space is expressed in two dimensions so that the present invention can be understood more easily.
- a three-dimensional space may be used.
- a spherical surface may be used instead of a circle.
- candidate positions are indicated by stars and circles indicating reference distances are indicated by dotted lines, but these are only described for convenience of explanation, and are not displayed on the actual game screen.
- FIG. 5 is merely an example, and the screen layout, candidate positions, number of candidates, and the like can be arbitrarily changed.
- the accepting unit 205 acquires the position of the player character and stores it in the storage unit 201.
- the accepting unit 205 accepts an instruction input input by the user using the controller 105 to obtain the position of the player character, and causes the storage unit 201 to store the obtained position of the player character.
- the player can give an instruction to move the player character in an arbitrary direction using the controller 105. However, if there is a fixed object (for example, a rock, a tree, or a building) that does not move in the indicated direction, the player may not be able to move the player character as instructed.
- the CPU 101, the RAM 103, and the controller 105 work together to function as the appearance setting unit 204.
- the moving unit 206 moves the position of the enemy character. That is, the moving unit 206 updates the position of the enemy character stored in the storage unit 201. The moving unit 206 updates the position of the enemy character that changes in accordance with the game development of the battle game at a regular timing such as the timing of the vertical synchronization interrupt of the monitor.
- the CPU 101 and the RAM 103 operate in cooperation to function as the moving unit 206.
- the deletion unit 207 deletes the record corresponding to the enemy character from the storage unit 201. Thereby, the defeated enemy character is deleted from the battle game.
- the deletion unit 207 may store a flag indicating that the enemy character has been defeated in association with the position of the enemy character stored in the storage unit 201.
- the appearance setting unit 204 stores a flag indicating that the enemy character is alive (the player character has not yet been defeated) at the position of the enemy character.
- the output unit 208 refers to this flag, determines whether or not to display the enemy character on the game screen, and outputs (or does not output) the enemy character. Alternatively, the output unit 208 determines whether to display a live image or a dead image, and outputs an enemy character image.
- the CPU 101 and the RAM 103 work together to function as the deletion unit 207.
- the output unit 208 reads the positions of the player character and the enemy character stored in the storage unit 201, and outputs an image of the player character and the enemy character to the position.
- the CPU 101 When the positions of the player character and the enemy character are set in the storage unit 201, the CPU 101 reads out the image data of the player character from the DVD-ROM mounted on the DVD-ROM drive 107. Then, the CPU 101 controls the image processing unit 108 to output an image of the player character at the position of the player character stored in the storage unit 201. Similarly, the CPU 101 reads out the image data of the enemy character from the DVD-ROM attached to the DVD-ROM drive 107. Then, the CPU 101 controls the image processing unit 108 to output an image of the enemy character at the position of the enemy character stored in the storage unit 201.
- the CPU 101 reads out image data, text data, etc. of other character objects in the game from the DVD-ROM. Then, the CPU 101 generates a game screen according to a predetermined game program stored in the DVD-ROM, and outputs the game screen to a monitor connected to the image processing unit 108. The user can play a game by operating the controller 105 while viewing the screen.
- Image data of a player character, enemy character, etc. is typically data represented by numerical data obtained by dividing the surface into polygons of minute polygons (typically triangles, quadrilaterals, etc.). Other types of data such as bitmap data may be used and are not limited by the present invention.
- the CPU 101, the RAM 103, and the image processing unit 108 work together to function as the output unit 208.
- This appearance setting process is a process performed when the game apparatus 200 causes a new enemy character to appear.
- the game apparatus 200 is executed at a timing when it is determined that a new enemy character appears.
- the accepting unit 205 receives from the controller 105 operated by the user an instruction input for moving the player character in a specified direction, and an instruction input for causing the player character to perform a specific action (for example, a sword or shield is placed on the player character). Instruction input for wearing), and other instruction inputs related to the game are received.
- the accepting unit 205 causes the storage unit 201 to store data indicating the position of the player character in accordance with these instruction inputs.
- the accepting unit 205 executes this processing at a predetermined periodic timing such as a vertical synchronization interrupt of the monitor. As a result, the latest position of the player character is stored in the storage unit 201.
- the moving unit 206 executes a process of updating the position of the enemy character that changes according to the game development at a predetermined periodic timing such as a vertical synchronization interrupt of the monitor. As a result, the latest position of the enemy character is stored in the storage unit 201.
- the measurement unit 202 obtains an elapsed time after the battle game is started (step S601). For example, the measuring unit 202 stores the time when the battle game is started and the current time in a predetermined storage area of the RAM 103, and obtains the elapsed time from the difference between these times.
- the calculation unit 203 obtains the above-described reference distance used to determine a position for outputting a new enemy character from the elapsed time obtained in step S601 (step S602). For example, the calculation unit 203 obtains the reference distance using a function representing the relationship between the elapsed time and the reference distance as shown in FIG.
- the appearance setting unit 204 acquires the current position of the player character and the position to be a candidate for outputting a new enemy character from the storage unit 201 (step S603). When there are a plurality of candidate positions, the appearance setting unit 204 acquires all of them.
- the appearance setting unit 204 selects one candidate closest to the reference distance obtained in step S602 from the candidates acquired in step S603 (step S604).
- the position of the candidate selected here becomes a position for outputting a new enemy character.
- the appearance setting unit 204 updates the storage unit 201 so that the candidate position selected in step S604 is set as the output position of the new enemy character (step S605). Specifically, the appearance setting unit 204 adds, for example, to the data shown in FIG. 3B, a new record indicating a combination of the identification information of the enemy character to newly appear and the position of the enemy character to newly appear. .
- the output unit 208 acquires the position of the player character and the position of the enemy character stored in the storage unit 201, and generates and outputs a game screen on which the respective characters are arranged (step S606).
- the appearance setting unit 204 selects a candidate closest to the reference distance from the candidates stored in the storage unit 201 and determines the appearance position of a new enemy character, but is separated from the reference distance. You may choose from candidates in position. For example, when there are a plurality of candidates at positions separated from the reference distance, the appearance setting unit 204 can select at random from candidates that are at least the reference distance apart. The appearance setting unit 204 may perform random selection by weighting so that the selection probability decreases as the difference from the reference distance increases.
- an advanced player often takes less time than a beginner to defeat an enemy character. If a new enemy character appears far away from the player character after defeating the enemy character, this game will be very easy for advanced players, and it will be boring and less interest in the game. There is a possibility.
- the position where a new enemy character appears is closer to the player character as the time until the enemy character is defeated is shorter, so that it does not cause dissatisfaction even for advanced players. Can be.
- the game device 200 causes the next new enemy character to appear near the player character when the enemy character is defeated immediately after the start of a certain game, and defeats the enemy character after a while after the game starts. Then, the next new enemy character can appear at a position far from the player character. Therefore, it is possible to prevent the enemy character from appearing in the immediate vicinity and unreasonably increasing the difficulty of the game.
- the enemy character whose appearance position is controlled by the appearance setting process described above and an enemy character that is not so may be mixed in the game.
- the game apparatus 200 can prevent the game from being too difficult or too easy by changing the position of the appearance according to the elapsed time of the game. .
- any player such as a beginner or an advanced player can make an enemy character appear and make the game interesting without greatly losing the game balance.
- Example 2 Next, another embodiment of the present invention will be described with reference to the flowchart of FIG. This embodiment is different from the above-described embodiment in that the total number of enemy characters appearing in this battle game is not more than a predetermined amount.
- description is abbreviate
- the storage unit 201 further stores a threshold value (upper limit value) of the total number of enemy characters that can appear in the game at the same time.
- the threshold value is stored in advance in a game program stored in the DVD-ROM, and is read out and stored in the storage unit 201 when the CPU 101 starts a game.
- the threshold value is determined in advance for each stage of the game and for each scene. It may be set as one upper limit common to the entire game.
- the appearance setting unit 204 acquires the total number of enemy characters already appearing in the game (step S701).
- the appearance setting unit 204 can obtain the total number by counting the number of records of data indicating the position of the enemy character stored in the storage unit 201.
- the appearance setting unit 204 acquires the threshold value of the total number of enemy characters that appear in the game from the storage unit 201 (step S702).
- the appearance setting unit 204 determines whether or not the total number of enemy characters acquired in step S701 has reached the threshold acquired in step S702 (step S703).
- step S703 If it is determined that the threshold value has not been reached (step S703; NO), the game device 200 executes the above-described appearance setting process shown in FIG. 6 (step S704). On the other hand, when it is determined that the threshold value has been reached (step S703; YES), the game device 200 ends the process. Note that the appearance setting process performed in step S704 is the same as the above-described process, and a description thereof will be omitted.
- the deletion unit 207 stores data indicating the position of the enemy character when the player character causes damage to the enemy character at a predetermined level or more, or when a predetermined time elapses until the enemy character naturally disappears. It can be erased from the part 201. Then, the output unit 208 can erase the enemy character from the game screen.
- the game device 200 performs control so that the total number of current enemy characters existing in the game does not exceed a predetermined threshold value. That is, when the game apparatus 200 causes a new enemy character to appear, if the total number of enemy characters does not reach the threshold value, the game apparatus 200 changes the position to appear according to the elapsed time of the game and causes the enemy character to appear. Can prevent the game from being too difficult. For example, any player such as a beginner or an advanced player can make an enemy character appear and make the game interesting without greatly losing the game balance.
- Example 3 Another embodiment of the present invention will be described with reference to the flowchart of FIG. 8 and FIG. This embodiment is different from the above-described embodiment in that the enemy character is controlled so as to approach the place where the player character is located during the game.
- description is abbreviate
- the moving unit 206 determines whether there is an enemy character in the currently played battle game (step S801).
- the moving unit 206 counts the number of records of the data indicating the position of the enemy character stored in the storage unit 201, determines that it exists if the number of records is 1 or more, and determines that it does not exist otherwise.
- step S801 If it is determined that there is no enemy character (step S801; NO), the appearance setting unit 204 performs the processing after step S805 described later.
- step S801 when it is determined that an enemy character exists (step S801; YES), the moving unit 206 acquires the current position of the player character and the position of the enemy character (step S802). When there are a plurality of enemy characters, the moving unit 206 acquires all the positions.
- the moving unit 206 determines whether or not the player character and the enemy character are separated by a predetermined distance or more (step S803).
- the predetermined distance is a distance sufficient to prevent the player character and the enemy character from overlapping when the output unit 208 outputs a game image. This predetermined distance is stored in advance in a game program stored in the DVD-ROM, and is read out and stored in the storage unit 201 when the CPU 101 starts a game.
- step S803 If it is determined that the distance is not more than the predetermined distance (step S803; NO), the game device 200 proceeds to a process of step S805 described later.
- the moving unit 206 may change the position of the enemy character and store it in the storage unit 201 so that the player character and the enemy character are separated by a predetermined distance or more.
- the moving unit 206 moves the enemy character so that the position of the enemy character approaches the position of the player character (step S804), and stores the position after the movement.
- the unit 201 For example, as shown in FIG. 9, when an enemy character exists at position E1 at a certain time, the moving unit 206 moves the enemy character to the position E2 so as to approach the player character by a distance La per unit time. Then, the moving unit 206 obtains the position coordinates of the enemy character after moving and stores it in the storage unit 201.
- Unit time is a time interval using the number of vertical synchronization interrupts of the monitor, for example.
- the distance La to be moved per unit time can be set to a different value depending on the type of enemy character and the difference between individuals. This distance La corresponds to the moving speed set for each enemy character, and is calculated when the CPU 101 executes the game program to advance the game.
- the moving unit 206 performs a process of moving the positions of all the enemy characters based on the positions acquired in step S802.
- the appearance setting unit 204 determines whether or not to arrange a new enemy character in the virtual space (step S805). For example, the appearance setting unit 204 performs the determination in steps S701 to S703 in the above-described embodiment. That is, the appearance setting unit 204 acquires the current total number of enemy characters (step S701), acquires a threshold value (upper limit value) at which the enemy character can be placed (step S702), and the total number exceeds the threshold value. It is determined whether or not there is (step S703).
- step S805 If it is determined that a new enemy character is to be placed (step S805; YES), the appearance setting unit 204 performs the above-described appearance setting process (step S806). On the other hand, when it is determined that no new enemy character is to be placed (step S805; NO), the game device 200 ends the process of moving the position of the enemy character. Note that when a new enemy character is placed in step S806, the newly placed enemy character is a target to be moved in the next process.
- the game apparatus 200 moves the enemy character existing in the game toward the position where the player character is present so that the game is not too easy for the player. it can. For example, even an advanced game player can make an interesting game by making enemy characters appear without greatly losing the game balance.
- Example 4 Next, another embodiment of the present invention will be described with reference to FIGS. This embodiment is different from the above embodiment in that it considers how to select a candidate when there are a plurality of candidates that are the same distance as the reference distance among the new enemy character candidates. Different. In addition, about the structure which is common in the above-mentioned Example, description is abbreviate
- FIG. 10 is a flowchart for explaining the appearance setting process performed by the game apparatus 200 of the present embodiment.
- FIG. 11A and FIG. 11B are diagrams showing an example of the relationship between the reference distance and a candidate position where a new enemy character appears.
- candidate positions are indicated by stars, and a circle indicating the reference distance is indicated by a dotted line.
- a circle indicating the reference distance is indicated by a dotted line.
- 11A and 11B are only examples.
- the storage unit 201 stores position candidates when an enemy character appears. Multiple candidates can be set. For this reason, for the position candidate at the time of appearance of the enemy character stored in the storage unit 201, the reference distance calculated by the calculation unit 203 is the distance between the candidate position and the position of the player character stored in the storage unit 201. There may be a plurality of things closest to. For example, in FIG. 11A, two locations, the second candidate and the third candidate, are candidates closest to the reference distance. Further, the position candidate when the enemy character appears can be designated as an area instead of coordinates. For example, in FIG. 11B, among the first candidate region and the second candidate region, there are an infinite number of points having the reference distance calculated by the calculation unit 203 in the second candidate region. That is, all the points on the arc overlapping the second region in the circle indicating the reference distance can be candidates for the position when the enemy character appears.
- the appearance setting unit 204 randomly selects one of the plurality of candidates and causes the storage unit to store the position of the selected candidate as the position of a new enemy character. For example, in the case of FIG. 11A, the appearance setting unit 204 randomly selects one of the second candidate and the third candidate. For example, in the case of FIG. 11B, the appearance setting unit 204 randomly selects one from the points on the arc that overlap the second region.
- the appearance setting unit 204 selects a candidate stored in the storage unit 201 when there are a plurality of candidates whose distance between the candidate position and the player character position is closest to the reference distance.
- a bias may be set to the probability and selected at random. For example, by setting a greater weight to a candidate set for a forest area than a candidate set for a grassland area, the candidate for the forest area can be more easily selected even at the same distance.
- priorities may be set in advance for candidates for positions at the time of appearance of enemy characters, and the appearance setting unit 204 may select candidates according to the priorities.
- the storage unit 201 may store a predetermined number of priority levels corresponding to the position candidates when the enemy character appears. When there are a plurality of objects closest to the reference distance, the appearance setting unit 204 may select a candidate having the highest priority set among them.
- or S1004 is the same as the above-mentioned step S601 thru
- step S1005 the appearance setting unit 204 determines whether there are a plurality of candidates closest to the reference distance selected in step S1004.
- the appearance setting unit 204 selects one of them randomly (step S1006).
- the appearance setting unit 204 may select at random after setting weights and priorities of selection probabilities for each candidate.
- the appearance setting unit 204 updates the storage unit 201 so that the selected candidate position is set as the output position of the new enemy character (step S1007).
- the output unit 208 acquires the position of the player character and the position of the enemy character stored in the storage unit 201, and generates and outputs a game screen on which the respective characters are arranged (step S1008).
- step S1005 when it is determined that there is not a plurality (step S1005; NO), the appearance setting unit 204 updates the storage unit 201 so that the candidate position selected in step S1004 is set as the output position of the new enemy character. (Step S1007).
- the output unit 208 generates and outputs a game screen on which each character is arranged (step S1008).
- the game apparatus 200 selects one as appropriate and causes an enemy character to appear, so that the player can play the game. Can not be too difficult or too easy. For example, any player such as a beginner or an advanced player can make an enemy character appear and make the game interesting without greatly losing the game balance.
- Example 5 Next, another embodiment of the present invention will be described.
- the present embodiment is a modified example in which the selection method is changed when selecting one of several candidates for the position when the enemy character appears.
- description is abbreviate
- the appearance setting unit 204 randomly selects from among a predetermined allowable range including a candidate position closest to the reference distance calculated by the calculation unit 203 among the position candidates at the time of appearance of the enemy character stored in the storage unit 201. One position is selected. Then, the appearance setting unit 204 causes the storage unit 201 to store the selected position as the position of a new enemy character.
- FIG. 12 is a diagram illustrating an example of a relationship between the reference distance, a candidate position for newly appearing an enemy character, and an allowable range. Each star shown in FIG. 12 indicates the position of a candidate for a position where an enemy character newly appears. FIG. 12 shows three candidates.
- the measurement unit 202 measures the elapsed time from the start of the battle game to the present, and the calculation unit 203 obtains a reference distance corresponding to the measured elapsed time.
- the dotted circle shown in FIG. 12 is a circle whose radius is the calculated reference distance.
- the appearance setting unit 204 selects the candidate closest to the reference distance among the first to third candidates, that is, the candidate closest to the arc of this circle. In FIG. 12, it is the second candidate. Furthermore, the appearance setting unit 204 sets a predetermined allowable range including the position of the selected candidate. In FIG. 12, an allowable range is a circle having a radius with a predetermined length centered on the position of the second candidate.
- the appearance setting unit 204 randomly selects one position from the set allowable range and sets it as a new enemy character appearance position.
- the shape of the allowable range is within a circle having a radius of a predetermined length centered on the candidate position stored in the storage unit 201.
- this is only an example and may be an arbitrary shape.
- candidate positions are indicated by asterisks
- circles indicating reference distances are indicated by dotted lines
- hatched areas indicating allowable ranges are indicated, but these are merely described for convenience of explanation. Yes, it is not displayed on the actual game screen.
- the appearance setting unit 204 sets an allowable range around the candidate position. To do. Then, the appearance setting unit 204 can randomly select one position from the allowable range set near the position where another character object is already arranged.
- the appearance setting unit 204 determines whether another character object has already been placed at the selected candidate position. If already arranged, the appearance setting unit 204 sets a predetermined allowable range including the position of the selected candidate in step S1006, selects one position from the allowable range, and the appearance of a new enemy character. Set to position. If not, the appearance setting unit 204 sets the position of the candidate selected in step S1004 as the appearance position of a new enemy character. Since the processing in other steps is the same as that in the above-described embodiment, the details are omitted. In this way, the character objects do not overlap at the same position.
- the present embodiment is also applied to a case where the position of a candidate for newly appearing an enemy character stored in the storage unit 201 is designated by an area having a certain width rather than the coordinate value of one point. Examples are preferred. That is, the game device can set the position where the enemy character appears without using absolute coordinate values.
- priority may be set in advance in an area within the allowable range, and the appearance setting unit 204 may select a candidate according to the priority.
- the storage unit 201 stores a predetermined number of levels of priority corresponding to each position in the allowable range. The higher the priority is, the larger the selection probability is set.
- the appearance setting unit 204 sets the inside of a circle with a radius R0 around a certain candidate position as an allowable range. Also, lengths R1 and R2 that satisfy the relationship of 0 ⁇ R1 ⁇ R2 ⁇ R0 are set.
- the appearance setting unit 204 sets the selection probability of a point in the concentric circle with the radius R1 centered on the candidate position as P1, and the selection probability of the portion within the concentric circle with the radius R2 and not included in the concentric circle with the radius R1 as P2.
- the selection probability of a portion that is not included in the concentric circle with the radius R2 and within the concentric circle with the radius R2 is (1-P1-P2). However, 0 ⁇ P1, P2 ⁇ 1, and P1 + P2 ⁇ 1. In this example, three concentric circles are used. However, any shape figure and any number of figures can be used.
- the game apparatus 200 appropriately selects the appearance position of the enemy character even in a situation where the enemy character cannot be placed at the candidate position where the enemy character newly appears. You can prevent the game from being too difficult or too easy. For example, any player such as a beginner or an advanced player can make an enemy character appear and make the game interesting without greatly losing the game balance.
- This embodiment can be easily combined with the other embodiments described above.
- Example 6 Another embodiment of the present invention will be described.
- the present embodiment is another modification in which the selection method when selecting any one of several candidates for the position when the enemy character appears is changed.
- description is abbreviate
- the appearance setting unit 204 obtains a moving direction in which the player character has moved within a predetermined period from the current time. Then, the appearance setting unit 204 randomly selects one position so that the probability that the candidate existing in the obtained moving direction is selected becomes larger, and the position of the selected candidate is set as the position of the new enemy character.
- the data is stored in the storage unit 201.
- the appearance setting unit 204 stores the position of the player character in the RAM 103 as history information at periodic timing such as vertical synchronization interruption of the monitor. And the appearance setting part 204 calculates
- the appearance setting unit 204 determines that the position of the player character at a certain time T1 is a point PA (X1, Y1, Z1) and the position of the player character at a time T2 after the time T1 is a point PB (X2, Y2, Z2). Then, the direction of the direction vector (X2-X1, Y2-Y1, Z2-Z1) from the point PA to the point PB is set as the moving direction of the player character.
- the method for determining the moving direction is not limited to the above method, and other methods may be used.
- the appearance setting unit 204 may acquire the positions of three or more points as a history of the positions of the player characters, and obtain the moving direction from the degree of dispersion of these points.
- the time interval for acquiring the position history is preferably a fixed interval, and the length of the time is arbitrary.
- FIG. 13 is a diagram showing an example of the relationship between the reference distance, a candidate position for newly appearing an enemy character, and the moving direction of the player character.
- An arrow Y1 in the figure is the moving direction of the player character obtained by the appearance setting unit 204.
- the measuring unit 202 measures the elapsed time from the start of this battle game to the present.
- the calculation unit 203 obtains a reference distance corresponding to the measured elapsed time.
- the dotted circle shown in FIG. 13 is a circle whose radius is the calculated reference distance.
- the appearance setting unit 204 selects the candidate closest to the reference distance among the first to third candidates, that is, the candidate closest to the arc of this circle. In FIG. 13, there are two candidates, the second candidate and the third candidate.
- the appearance setting unit 204 sets weighting so that a candidate closer to the moving direction among candidates closest to the reference distance has a higher probability of being selected, and randomly selects one as an appearance position of a new enemy character.
- the appearance setting unit 204 updates the storage unit 201 so that the selected candidate position becomes the output position of the new enemy character
- the output unit 208 updates the player character position stored in the storage unit 201 and the enemy character.
- the position of the character is acquired, and a game screen on which each character is arranged is generated and output.
- candidate positions are indicated by stars, circles indicating reference distances are indicated by dotted lines, and moving directions are indicated by arrows, but these are only described for convenience of explanation, It is not displayed on the actual game screen.
- the appearance setting unit 204 performs weighting randomly so that the probability that the player character is selected closer to the moving direction is higher and the probability that the player character is closer to the reference distance is higher. You can also choose.
- the appearance setting unit 204 can select a candidate closest to the moving direction as an appearance position of a new enemy character, instead of randomly selecting one by weighting the probability of selection. Further, the appearance setting unit 204 may set the weighting so that the probability that the candidate closer to the moving direction is selected becomes smaller. Alternatively, the appearance setting unit 204 may set the weight depending on the type of area (for example, forest, grassland, pond, etc.) where an enemy character can appear.
- the type of area for example, forest, grassland, pond, etc.
- the player character's gaze direction can also be used. That is, the CPU 101 sets, as a viewpoint, a point at which a player character arranged in the virtual space observes the state in the virtual space.
- the virtual image viewed in the line-of-sight direction from this viewpoint is used, for example, for displaying 3D graphics.
- the line-of-sight direction can be arbitrarily changed by the operation of the controller 105 by the player.
- the appearance setting unit 204 acquires the line-of-sight direction set by the user, sets a weight so that the probability that the candidate closer to the line-of-sight direction of the player character is selected becomes larger, and the appearance of a new enemy character Select one randomly as the position.
- the appearance setting unit 204 can also select a candidate closest to the moving direction as an appearance position of a new enemy character.
- the appearance setting unit 204 can make it easier for an enemy character to appear in the game screen (in the field of view) viewed in the line-of-sight direction from the viewpoint of the player character by using the line-of-sight direction. Accordingly, the game device 200 can be set to a game setting with a reduced difficulty level for beginner players. In addition, the game apparatus 200 can make it easier for an enemy character to appear outside the field of view of the player character, and can be set to a game setting with increased difficulty for advanced players.
- the game apparatus 200 can cause the enemy character to appear in the moving direction of the player character so that the game is not too difficult or too easy. For example, any player such as a beginner or an advanced player can make an enemy character appear and make the game interesting without greatly losing the game balance.
- This embodiment can be easily combined with the other embodiments described above.
- the appearance setting unit 204 makes the appearance position of the next new enemy character close to or far from the player character according to the time from when the enemy character appears in the virtual space to the present time.
- the difficulty level of the game can be controlled to match the progress of the player. This will be described in detail below.
- FIG. 14 is a diagram for explaining a functional configuration of the game apparatus 200 according to the present embodiment.
- the game device 200 includes a storage unit 201, a measurement unit 202, a calculation unit 203, an appearance setting unit 204, a reception unit 205, a movement unit 206, a deletion unit 207, an output unit 208, an appearance determination unit 209, an disappearance determination unit 210, and an disappearance setting.
- Unit 211 and state setting unit 212 Unit 211 and state setting unit 212.
- FIG. 15 shows a display area that is a partial area of the entire virtual space and is displayed on a monitor or the like. As the player character 1510 moves, the display area scrolls up, down, left, and right. That is, FIG. 15 represents only a part of the virtual space. The player can operate the buttons of the controller 105 to move the position of the player character 1510 or instruct a battle with the enemy character 1520, for example.
- a player character 1510 operated by the player and an enemy character 1520 (1520A and 1520B in FIG. 15) whose movement is instructed by the CPU 101 are arranged.
- the player character 1510 is associated with, for example, attribute parameters such as parameters representing numerical values of attack power, defense power, life power, physical strength (so-called hit points), etc. in the battle with the enemy character 1520.
- each enemy character 1520 is also associated with attribute parameters such as attack power, defense power, and vitality. There may be several types of enemy characters 1520 having different attribute parameters.
- the player character and / or enemy character can be equipped with weapons and items such as swords, arrows, shields, and armor.
- the player character for example, swings a sword to attack the enemy character or defend it with a shield.
- the attack succeeds, and the opponent's hit point decreases or the player wins.
- the attack fails, and his hit point is lowered (or may be unchanged), and the player loses. For example, when a player character and an enemy character collide, both or one hit point falls.
- a player character fires a gun or a missile according to an instruction from the player or avoids an attack from an opponent.
- the hit point of the enemy character is lowered or the player wins.
- the hit point of the enemy character decreases or the player character wins.
- the game content or the definition of battle described here is merely an example, and is not limited by the present invention.
- the moving unit 206 can move the position of the enemy character 1520 as the game progresses. When the distance between the player character 1510 and the enemy character 1520 is within the first predetermined value R1, the moving unit 206 moves the position of the enemy character 1520 so as to approach the position of the player character 1510. Typically, when an enemy character 1520 enters a circle 1511 having a predetermined radius R1 centered on the position of the player character 1510, the enemy character 1520 approaches the player character 1510.
- the moving unit 206 may move the enemy character 1520 by a random walk. For example, when the distance between the player character 1510 and the enemy character 1520 is larger than the first predetermined value R1, the movement probability is made to be random with equal probability for each direction in which the enemy character 1520 can be moved. On the other hand, when the distance between the player character 1510 and the enemy character 1520 is equal to or less than the first predetermined value R1, the movement probability in the direction from the position of the enemy character 1520 to the position of the player character 1510 is relatively increased to increase the movement probability. Give bias and move enemy characters randomly. That is, the enemy character 1520 can easily approach the player character 1510.
- the game assumed in the present embodiment includes a battle state in which a player character 1510 and an enemy character 1520 battle each other at a certain point, and a non-battle state other than that (for example, the player character 1510 moves in a virtual space field or building). Possible state).
- the CPU 101 shifts the game to the battle state.
- the enemy character 1520 enters the circle 1512 having a predetermined radius R2 centered on the position of the player character 1510, the battle between the player character 1510 and the enemy character 1520 starts.
- the victory or defeat of the battle is determined by the attribute parameters between the characters and the operation input by the player. For example, when the vitality of the enemy character 1520 first becomes zero, the player character 1510 wins and the enemy character 1520 disappears from the virtual space.
- the first predetermined value R1 and the second predetermined value R2 can be arbitrarily changed on condition that R2 ⁇ R1.
- a plurality of types of enemy characters 1520 can be arranged in the field, and different values can be set for each enemy character 1520 as the first predetermined value R1 and / or the second predetermined value R2. It is also possible to change the first predetermined value R1 and / or the second predetermined value R2 during the game.
- the moving speed when the moving unit 206 moves the position of the enemy character 1520 may be variable or unchanged. However, when making it variable, it is desirable to provide an upper limit. If no upper limit is set, the time from when the enemy character 1520 appears until the player character 1510 enters a battle state with the enemy character 1520 (starts the battle) is not necessarily between the player character 1510 and the enemy character 1520. This is because the longer the distance, the longer the distance, and there is a possibility that the enemy character 1520 may approach the player character 1510 and enter the battle state immediately after the appearance.
- the upper limit value when the upper limit value is provided, the time from the appearance of the enemy character 1520 until the player character 1510 and the enemy character 1520 enter the battle state increases as the distance between the player character 1510 and the enemy character 1520 increases. Can be controlled. By providing the upper limit value, it is easy to afford time before entering the battle state, so that the effect that the game is not too difficult for beginners is enhanced.
- a lower limit value may be set for the moving speed. If the lower limit value is not provided, there is a possibility that the enemy character 1520 does not approach the player character 1510 and does not enter the battle state any time after the appearance. However, when the lower limit is provided, the game apparatus 200 has a short distance between the player character 1510 and the enemy character 1520 until the player character 1510 and the enemy character 1520 enter the battle state after the enemy character 1520 appears. It can be controlled to be as short as possible. By providing the lower limit value, the effect that the game is not too easy for the advanced player is enhanced.
- the storage unit 201 as enemy character information, in addition to the enemy character identification information and the enemy character position, the enemy character measured by the measurement unit 202 appears in the virtual space.
- the elapsed time up to the present is further stored in association with each other.
- the elapsed time may be stored in units of year, month, day, hour, minute, and second, or the CPU 101 of the game apparatus 200 periodically such as a vertical synchronization interrupt (VSYNC) or an X millisecond interrupt.
- VSYNC vertical synchronization interrupt
- the number of occurrences of interrupt processing to be generated may be stored as a unit.
- the elapsed time stored in the storage unit 201 when the enemy character disappears corresponds to the lifetime of the enemy character.
- the storage unit 201 stores the current position of the player character in the virtual space as player character information, and the candidate position when a new enemy character appears as candidate information.
- the disappearance setting unit 209 causes the enemy character to disappear from the virtual space
- the record corresponding to the disappeared enemy character among the records stored in the storage unit 201 is deleted by the deletion unit 207.
- the CPU 101 and the RAM 103 cooperate to function as the storage unit 201.
- the measuring unit 202 measures the elapsed time from the appearance of the enemy character in the virtual space to the present time for each enemy character, and stores the measured elapsed time in the storage unit 201.
- the CPU 101 functions as the measurement unit 202.
- the measurement unit 202 causes the new enemy character to appear.
- a new record is added in which the elapsed time from the appearance of the character in the virtual space to the present is zero seconds.
- the measurement unit 202 adds a predetermined time (for example, 1/60 second in the case of VSYNC) to the elapsed time of each record at a timing when a periodic interrupt process such as VSYNC occurs.
- the storage unit 201 stores the elapsed time from the appearance of each enemy character to the present.
- the appearance setting unit 204 instead of storing the elapsed time from when the enemy character appears in the virtual space until the present time, the appearance setting unit 204 causes the enemy character to appear in the virtual space.
- Information indicating when the enemy character has appeared in the virtual space such as the time at which it was made, may be stored. In this case, if the difference between the time when the enemy character appears in the virtual space and the current time is calculated, the elapsed time from when the enemy character appears in the virtual space to the present can be obtained. The process of adding a predetermined time to the elapsed time of each record 202 can be omitted.
- the calculation unit 203 calculates a distance that increases as the elapsed time stored in the storage unit 201 becomes longer as a reference distance for causing a new enemy character to appear.
- the CPU 101 functions as the calculation unit 203.
- the state setting unit 212 sets whether the game executed on the game device 200 is the battle state or the non-battle state described above, and causes the storage unit 201 to store information indicating the set state (game state information). For example, the state setting unit 212 sets the battle state when the distance between the player character and the enemy character is within the second predetermined value R2, and sets the non-battle state otherwise.
- the CPU 101 and the RAM 103 work together to function as the state setting unit 212.
- the appearance determination unit 209 determines whether or not a new enemy character appears in the virtual space.
- the CPU 101 functions as the appearance determination unit 209.
- One of the timings at which the appearance determining unit 209 determines that a new enemy character will appear is the timing at which the annihilation setting unit 211 (to be described later) annihilates an already appearing enemy character due to a battle or due to the passage of a time limit. It is. That is, when the disappearance setting unit 211 causes at least one enemy character to disappear, the appearance determining unit 209 determines that at least one new enemy character will appear.
- the appearance determination unit 209 determines a new enemy character when the total number of enemy characters already appearing in the virtual space has not reached a predetermined upper limit (maximum number) that may appear in the virtual space. You may decide to make it appear.
- the appearance determination unit 209 may determine, for example, that random numbers appear at arbitrary timing using random numbers. The random number may be generated each time using, for example, time as a seed, or may be a random number table created in advance.
- the appearance determination unit 209 may determine that the enemy character appears at the timing when the value of the attribute parameter of the player character changes. For example, it may be determined that an enemy character appears within a range that does not exceed a predetermined upper limit at the timing when the player character grows and the attack power and defense power are increased.
- the appearance determination unit 209 may change the upper limit value.
- the appearance determination unit 209 changes the upper limit value according to the passage of time in the game being executed on the game device 200.
- the first upper limit value V1 is set immediately after the start of the game, but is set to the second upper limit value V2 when the time T1 elapses from the start of the game, and the third upper limit value when the time T2 elapses.
- the upper limit value is increased or decreased. It may be monotonously increased or monotonously decreased with time.
- the appearance determination unit 209 decreases the upper limit for beginners whose play time is expected to be longer, and increases the upper limit for advanced players whose play time is expected to be shorter. . That is, the appearance determination unit 209 can adjust the difficulty level of the game according to the progress of the player.
- the appearance determination unit 209 may increase the upper limit as the play time is longer for the beginner, for example, in order to guide the beginner to raise his / her arm.
- the passage of time may be the passage of real time, or the passage of time using a virtual date and time different from the actual date and time set by a program or the like in the game.
- the game device 200 receives a command (pause) for temporarily suspending the game from a player or the like, the time in the game is temporarily stopped, and when a restart command is received from the player or the like, the time in the game starts to advance again. Run a game with features. Then, the appearance determination unit 209 increases or decreases the upper limit value unless it is during the pause period, but may not change the upper limit value during the pause period.
- the appearance determination unit 209 may change the upper limit value according to the number of enemy characters disappeared by the disappearance setting unit 211. Specifically, in the battle game, the upper limit value is increased as the number of enemy characters disappeared by battle within a predetermined time increases. In other words, it can be estimated that the greater the total number of enemy characters annihilated per unit time, the higher the player's progress in the game, so the appearance determination unit 209 may cause more enemy characters to appear. Conversely, it can be estimated that the smaller the total number of enemy characters disappeared per unit time is, the lower the player's progress in the game is, so the appearance determination unit 209 suppresses the number of enemy characters that appear.
- the appearance determination unit 209 increases the upper limit value when the player character grows and the attribute parameters advantageous to the player such as attack power and defense power are increased, and the enemy character is within a range not exceeding the increased maximum number. May be determined to appear. Alternatively, even if the player character is damaged and the attribute parameter such as attack power or defense power is reduced, the upper limit value is decreased, and the enemy character appears within the range not exceeding the decreased upper limit value. Good.
- the disappearance setting unit 209 erases the number of enemy characters that exceed the limit,
- the number of enemy characters in excess of 206 may be moved away from the position of the player character.
- the game device 200 can adjust the difficulty level of the game by changing the upper limit value of the number of enemy characters in accordance with the progress of the player.
- the appearance determination unit 209 may change the timing of the appearance of the enemy character in accordance with the progress of the player. For example, the appearance determination unit 209 delays the timing at which a new enemy character appears as the elapsed time (life of the enemy character) stored in the storage unit 201 is longer.
- the appearance determination unit 209 determines that the elapsed time T indicated by the record corresponding to the enemy character that has been extinguished by the extinction setting unit 211 most recently is within the first predetermined range (T1 ⁇ T ⁇ T2). It is determined that a new enemy character appears immediately after the disappearance setting unit 211 disappears the enemy character. In addition, the appearance determination unit 209 is within a second predetermined range (T2 ⁇ T ⁇ T3, where T1 ⁇ T2 ⁇ T3), and a predetermined period after the annihilation setting unit 211 annihilates one enemy character. It is determined that a new enemy character appears when time elapses.
- the appearance determination unit 209 passes for a while after defeating the enemy character. To determine that a new enemy character will appear.
- the appearance determination unit 209 immediately creates a new enemy after defeating the enemy character. It is determined that the character appears.
- the appearance setting unit 204 stores in the storage unit 201 among the candidate positions where the enemy character indicated by the candidate information stored in the storage unit 201 appears.
- a candidate position closest to the reference distance calculated by the calculation unit 203 with respect to the stored player character position is stored in the storage unit 201 as a position of an enemy character to appear anew.
- the appearance setting unit 204 causes a new enemy character to appear.
- the CPU 101 and the RAM 103 work together to function as the appearance setting unit 204.
- the game device 200 executes a role-playing game in which, for example, an enemy character exists in a field, a dungeon, or the like, and the player character proceeds while performing a battle until a specific item is obtained or an exit is reached.
- the calculation unit 203 associates with the enemy character C1 before the record corresponding to the disappeared enemy character C1 is deleted by the deletion unit 207.
- the elapsed time is read and temporarily stored. This elapsed time corresponds to the lifetime of the disappearing enemy character C1.
- the calculation unit 203 calculates the reference distance so that the longer the read elapsed time is, the larger the monotonous increase with respect to the elapsed time. Then, the appearance setting unit 204 causes a new enemy character to appear at the candidate position closest to the reference distance calculated by the calculation unit 203.
- the life of the enemy character generally tends to increase, so a new enemy character Tends to appear far away from the player character. Therefore, the game device 200 can be controlled so that the game being executed is not too difficult for a beginner because enemy characters appear one after another while the progress of the player is still low.
- the enemy character's life is shorter, the next enemy character appears closer to the player character.
- the life of the enemy character generally tends to be shortened. Easier to appear near the player character. Therefore, the game apparatus 200 can be controlled such that when the player is highly advanced, the enemy character appears only far away and the game being executed is not too easy for the advanced player.
- the calculation unit 203 increases the reference distance as the elapsed time associated with the enemy character disappeared at the time closest to the current time (most recently) is longer. If there is one enemy character that disappeared at the time closest to the current time, the calculation unit 203 may calculate the reference distance using the elapsed time associated with the enemy character. If there are a plurality of disappearing enemy characters, the calculation unit 203 calculates the reference distance using the elapsed time associated with any one of those enemy characters or using the average value. do it.
- the calculation unit 203 calculates an average value of elapsed times associated with a predetermined number of enemy characters that have disappeared most recently.
- the value calculated here corresponds to the average life of a predetermined number of enemy characters that have disappeared most recently. And you may enlarge a reference distance, so that the calculated average lifetime is long.
- the accepting unit 205 accepts an instruction input input by the user using the controller 105. For example, when an instruction input for moving the position of the player character is received, the received instruction input is notified to the moving unit 206.
- the CPU 101, the RAM 103, and the controller 105 cooperate to function as the receiving unit 205.
- the moving unit 206 moves the position of the player character in accordance with the instruction input received by the receiving unit 205, and updates the position of the player character stored in the storage unit 201.
- the moving unit 206 moves the position of the enemy character according to the game development. For example, as described above, when the distance between the player character and the enemy character is within the first predetermined value R1, the moving unit 206 moves the position of the enemy character so as to approach the position of the player character.
- the CPU 101 and the RAM 103 work together to function as the moving unit 206.
- the disappearance determination unit 210 determines whether or not each of the appearing enemy characters is to disappear from the virtual space. There are various timings of disappearance of enemy characters that appear in the virtual space. For example, if the player character wins the battle in the battle state, the disappearance determination unit 210 determines to lose the lost enemy character. In other words, as a result of the battle between the player character and the enemy character, if the predetermined attribute parameters of the enemy character (so-called vitality, physical strength, hit points, etc.) first become zero, the enemy character loses, and the disappearance determination unit 210 displays the enemy character. Is determined to disappear.
- the disappearance determination unit 210 determines that the enemy character is to disappear.
- the disappearance determination unit 210 determines that such an automatic disappearance type enemy character will disappear from the screen when the elapsed time from the appearance measured by the measurement unit 202 to the present reaches the time limit.
- the CPU 101 functions as the disappearance determination unit 210.
- the annihilation setting unit 211 deletes the enemy character from the screen.
- the CPU 101, the RAM 103, and the image processing unit 108 operate in cooperation to function as the disappearance setting unit 211.
- the deletion unit 207 deletes the record corresponding to the enemy character disappeared by the disappearance setting unit 211 from the enemy character information stored in the storage unit 201.
- the CPU 101 and the RAM 103 work together to function as the deletion unit 207.
- the output unit 208 reads the position of the player character and the position of the enemy character stored in the storage unit 201, and outputs the image of the player character and the enemy character to the read position.
- the CPU 101, the RAM 103, and the image processing unit 108 work together to function as the output unit 208.
- the appearance setting unit 204 determines whether an enemy character appears in the virtual space (step S1701). As described above, the appearance setting unit 204 determines whether or not the enemy characters that have already appeared have disappeared due to battle, whether or not the total number of enemy characters that have already appeared has reached a predetermined maximum number, etc. Based on the above, it can be determined.
- step S1701 If it is determined not to appear (step S1701; NO), the game device 200 waits until it is time to appear.
- step S1701 When it is determined that they should appear (step S1701; YES), the calculation unit 203 calculates a reference distance based on the elapsed time stored in the storage unit 201 (step S1702).
- the appearance setting unit 204 adds a record in which the appearance candidate position closest to the reference distance calculated by the calculation unit 203 is the enemy character appearance position to the enemy character information (step S1703), and causes the enemy character to appear (step S1703). S1704).
- the game device 200 sets the initial value of the elapsed time corresponding to the enemy character immediately after newly appearing to zero, and counts up at any time in the processing described later.
- the calculated elapsed time is the time elapsed from the appearance of the enemy character to the present.
- the moving unit 206 updates the elapsed time indicated by the enemy character information in the storage unit 201 and moves the position of the enemy character (step S1705). Further, the moving unit 206 determines whether or not the distance between the position of the player character and the position of the enemy character is within the first predetermined value R1 (step S1706). As described above, the first predetermined value R1 is a value used to determine whether or not to move the position of the appearing enemy character closer to the position of the player character.
- the game device 200 periodically executes the processing from step S1705 to step S1706 for each VSYNC.
- the moving unit 206 updates the elapsed time and position associated with the enemy character for each VSYNC.
- step S1706 If the distance between the position of the player character and the position of the enemy character is not within the first predetermined value R1 (step S1706; NO), the process returns to step S1705.
- step S1706 when the distance between the position of the player character and the position of the enemy character is within the first predetermined value R1 (step S1706; YES), the moving unit 206 brings the position of the enemy character closer to the position of the player character. It is moved (step S1707), and the position indicated by the enemy character information is updated.
- the moving unit 206 determines whether or not the distance between the position of the player character and the position of the enemy character is within the second predetermined value R2 (step S1708).
- the second predetermined value R2 is a value used for determining whether or not the appearing enemy character and the player character enter the battle state.
- the game device 200 periodically executes the processing from step S1707 to step S1708 for each VSYNC.
- the moving unit 206 updates the elapsed time and position associated with the enemy character for each VSYNC.
- step S1708 If the distance between the position of the player character and the position of the enemy character is not within the second predetermined value R2 (step S1708; NO), the process returns to step S1707.
- step S1708 when the distance between the position of the player character and the position of the enemy character is within the second predetermined value R2 (step S1708; YES), the CPU 101 shifts the game to the battle state and performs the battle between the player character and the enemy character. Start (step S1709). This battle determines the victory or defeat of the player character. It should be noted that what effects the game device 200 executes in the battle state is not limited in the present invention.
- step S1710 If the player character wins as a result of the battle (step S1710; YES), the disappearance setting unit 211 extinguishes the opponent enemy character (losing enemy character) from the virtual space (step S1711). Then, the deletion unit 207 deletes the record corresponding to the disappeared enemy character from the enemy character information in the storage unit 201 (step S1712).
- step S1710 When the player character does not win (step S1710; NO), the CPU 101 executes predetermined game processing such as defeat or draw of the player character, game end, game replay, etc. (step S1713), and appearance / disappearance setting. The process ends.
- predetermined game processing such as defeat or draw of the player character, game end, game replay, etc.
- the progress of the player's game is estimated according to the time from the appearance of the enemy character until it is defeated, that is, the length of the life of the enemy character. Make the place of appearance close to or far from the player character. Therefore, the game is not too difficult for beginners, and the game device 200 can be adjusted so that it is not too easy for advanced players.
- This embodiment considers a two-dimensional virtual space, but it may be three-dimensional or one-dimensional.
- a distance DXYZ considering all three axes directions may be used as the distance between the position of the player character 1810 and the position of the enemy character 1820. Any of the specific direction components DX, DY, DZ, DXY, DXZ, DYZ of the distance DXYZ may be used.
- Example 8 Next, another embodiment of the present invention will be described.
- the battle time (matching time) between the player character and the enemy character is longer, the position of a new enemy character to appear next is changed closer to or farther from the player character. This will be described in detail below.
- the storage unit 201 of the present embodiment as enemy character information, in addition to the identification information of the enemy character and the position of the enemy character, the time when the player character enters the battle state with the enemy character ( (Battle start time) is further stored in association with each other.
- the moving unit 206 stores the time when the player character and / or the enemy character is moved so that the distance between the position of the player character and the position of the enemy character is equal to or less than the second predetermined value R2 described above as the battle start time. Stored in the unit 201.
- the calculation unit 203 calculates, as a reference distance for causing a new enemy character to appear, a distance that increases as the time required for the player character to win the enemy character after entering the battle state increases. That is, the calculation unit 203 increases the reference distance as the battle time from the battle state to the end of the battle state is longer, and decreases the reference distance as the battle time is shorter.
- the time required for the player character to win the enemy character is typically moved so that the distance between the position of the player character and the position of the enemy character is equal to or less than the second predetermined value R2 described above. This is a difference between the time at which the enemy character is made to disappear (the battle start time stored in the storage unit 201) and the time at which the disappearance setting unit 211 causes the enemy character to disappear.
- the calculation unit 203 increases the reference distance as the battle time between the player character and the enemy character that disappeared at the closest time (most recently) is longer.
- the calculation unit 203 calculates the average value (average battle time) of the battle time between the player character and a predetermined number of enemy characters that have recently disappeared. Then, the reference distance may be increased as the calculated average battle time is longer.
- the calculation unit 203 calculates the distance to the position of the player character stored in the storage unit 201 among the candidate positions where the enemy character indicated by the candidate information stored in the storage unit 201 appears.
- the position of the candidate closest to the reference distance is stored in the storage unit 201 as the position of the enemy character that newly appears. Then, the appearance setting unit 204 causes a new enemy character to appear.
- the player's game progress is low (such as a poor game) like a beginner, or if the player character's attack power is weak, the time from starting a battle to defeating an enemy character tends to increase. Therefore, a new enemy character is likely to appear at a position far from the player character. Therefore, the game device 200 can be adjusted so that the enemy character does not appear one after another while the progress of the player is still low, and the game is not too difficult for a beginner.
- the calculation unit 203 calculates the total time (or the total time not in the non-combat state) that is in a battle state with any enemy character, It may be the battle time (matching time) between the player character and the enemy character.
- the game apparatus 200 when the game apparatus 200 receives a predetermined command for temporarily suspending the game from a player or the like, the game apparatus 200 temporarily stops (pauses) the time in the game, and receives a predetermined command to resume from the player or the like, Run a game with the ability to start.
- the game apparatus 200 may be in the non-combat state during the pause period and in the other battle state. That is, the game device 200 may set the battle state within the game time during which the attribute parameter can be changed by the battle.
- the present invention is not limited to the above-described embodiments, and various modifications and applications are possible. Moreover, it is also possible to freely combine the components of the above-described embodiments.
- the appearance setting unit 204 selects the appearance position of the enemy character.
- the present invention is not limited to the enemy character, and may be used as a method for selecting the appearance position when another arbitrary character object appears. Can be used.
- the enemy characters described above can also include character objects that may have some adverse effects on the player character, such as landmines, pitfalls, traps, and obstacles.
- the appearance setting unit 204 selects one position as the appearance position of the enemy character, but may select M or more positions (M is an integer equal to or greater than 2 and equal to or less than the number of candidates). it can.
- M is an integer equal to or greater than 2 and equal to or less than the number of candidates.
- the appearance setting unit 204 selects the top M of the candidates close to the reference distance from the candidates stored in the storage unit 201, and sets these M positions as the appearance positions of new enemy characters. do it.
- the selected M positions are desirably sufficiently separated so as not to overlap each other when the enemy character is arranged.
- each of the embodiments described above there is one player character, but there may be a plurality of player characters such as a game in which a plurality of players can participate.
- a program for operating the game device 200 as all or part of the device is stored and distributed in a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (Magneto Optical disk). You may install in another computer, operate as the above-mentioned means, or may perform the above-mentioned process.
- a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (Magneto Optical disk).
- the program may be stored in a disk device or the like of a server device on the Internet, and may be downloaded onto a computer by being superimposed on a carrier wave, for example.
- a game device As described above, according to the present invention, it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for adjusting a game so that the game is not too difficult or too easy for the player. Can do.
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Abstract
Description
記憶部は、プレイヤーの指示により仮想空間内を移動するプレイヤーキャラクタの位置と、敵キャラクタの位置と、当該敵キャラクタが当該仮想空間内に出現してから現在までの経過時間と、当該仮想空間内に新たな敵キャラクタを出現させる候補の位置と、を記憶する。
計測部は、当該経過時間を計測して記憶部に記憶させる。
計算部は、記憶されている経過時間に対して単調増加する距離を計算する。
出現判断部は、当該仮想空間内に新たな敵キャラクタを出現させるか否かを判断する。
出現設定部は、出現判断部により当該新たな敵キャラクタを出現させると判断された場合、記憶されている敵キャラクタを新たに出現させる位置の候補のうち、当該プレイヤーキャラクタまでの距離が、計算された距離に最も近い候補の位置を、新たに出現させる敵キャラクタの位置として記憶部に記憶させて、新たな敵キャラクタを出現させる。
状態設定部は、当該敵キャラクタの位置が当該プレイヤーキャラクタの位置から所定距離範囲内にある場合に当該プレイヤーキャラクタを戦闘状態とし、そうでない場合に当該プレイヤーキャラクタを非戦闘状態とする。
消滅判断部は、当該プレイヤーキャラクタが当該戦闘状態にある場合に、当該プレイヤーからの指示入力に基づいて、当該敵キャラクタを消滅させるか否かを判断する。
消滅設定部は、消滅判断部により当該敵キャラクタを消滅させると判断された場合に、当該仮想空間内から当該敵キャラクタを消滅させる。
例えばプレイヤーキャラクタとの戦闘の結果、敵キャラクタの所定の属性パラメータ(いわゆる生命力、体力、ヒットポイントなど)が先にゼロになると、敵キャラクタの負けとなり、敵キャラクタは消滅する。
また例えば敵キャラクタとして時限爆弾のように所定時間経過後に(作動して)消滅するものを採用すると、敵キャラクタ(時限爆弾)が設置されてから所定時間が経過したとき、敵キャラクタは(爆発して)消滅する。
また例えば仮想空間内をプレイヤーキャラクタが移動した結果、既に出現している敵キャラクタがプレイヤーキャラクタと容易には接触できないほどあるいは画面に映らないほど遠くに離れてしまうと、もはやその敵キャラクタを出現させている意味が薄れてしまうため、その敵キャラクタを消滅させてもよい。
本発明によれば、ゲーム装置は、ゲームの展開やストーリーに合わせて適宜敵キャラクタを消すことができる。また、ゲーム装置は、プレイヤーにとってゲームが難しすぎたり易しすぎたりすることがないように敵キャラクタの数を調整することができる。
(a)所定値以内である場合、当該敵キャラクタの位置から当該プレイヤーキャラクタの位置への方向に当該敵キャラクタが移動する確率を、他の方向に当該敵キャラクタが移動する確率より相対的に大きくし、
(b)そうでない場合、当該敵キャラクタの位置から当該プレイヤーキャラクタの位置への方向に当該敵キャラクタが移動する確率と、当該他の方向に当該敵キャラクタが移動する確率と、を等しくして、
当該敵キャラクタの位置をランダムに移動させ、記憶部に記憶される当該敵キャラクタの位置を更新する移動部を更に備えてもよい。
例えば敵キャラクタの出現時間や敵キャラクタとの戦闘時間が長いと、新たな敵キャラクタがプレイヤーキャラクタからより遠くに出現する。しかし、敵キャラクタが向かってくる移動速度がとても速いと、初心者にとって返って難しいゲームになってしまうことがある。
また例えば敵キャラクタの出現時間や敵キャラクタとの戦闘時間が短いと、新たな敵キャラクタがプレイヤーキャラクタの近くに出現する。更に、敵キャラクタが向かってくる移動速度が速いと、上級者にとって理不尽に難しすぎるゲームになってしまうことがある。
しかし、本発明によれば、ゲーム装置は、敵キャラクタの出現時間や敵キャラクタとの戦闘時間が長い(短い)ほど戦闘開始までの時間も長く(短く)なるようにでき、ゲームがプレイヤーにとって易しすぎないようにあるいは難しすぎないように調整することができる。
例えば敵キャラクタの出現時間や敵キャラクタとの戦闘時間が長いと、新たな敵キャラクタがプレイヤーキャラクタからより遠くに出現する。更に、敵キャラクタが向かってくる移動速度がとても遅いと、初心者にとっても易しすぎるゲームになってしまうことがある。
また例えば敵キャラクタの出現時間や敵キャラクタとの戦闘時間が短いと、新たな敵キャラクタがプレイヤーキャラクタの近くに出現する。しかし、敵キャラクタが向かってくる移動速度が遅いと、上級者にとって易しすぎるゲームになってしまうことがある。
しかし、本発明によれば、ゲーム装置は、敵キャラクタの出現時間や敵キャラクタとの戦闘時間が長い(短い)ほど戦闘開始までの時間も長く(短く)なるようにでき、ゲームがプレイヤーにとって易しすぎないようにあるいは難しすぎないように調整することができる。
記憶部には、プレイヤーの指示により仮想空間内を移動するプレイヤーキャラクタの位置と、敵キャラクタの位置と、当該敵キャラクタが当該仮想空間内に出現してから現在までの経過時間と、当該仮想空間内に新たな敵キャラクタを出現させる候補の位置と、が記憶される。
計測ステップでは、当該経過時間が計測され、記憶部に記憶される。
計算ステップでは、記憶されている経過時間に対して単調増加する距離が計算される。
出現判断ステップでは、当該仮想空間内に新たな敵キャラクタを出現させるか否かが判断される。
出現設定ステップでは、出現判断ステップで当該新たな敵キャラクタを出現させると判断された場合、記憶されている敵キャラクタを新たに出現させる位置の候補のうち、当該プレイヤーキャラクタまでの距離が、計算された距離に最も近い候補の位置が、新たに出現させる敵キャラクタの位置として記憶部に記憶され、新たな敵キャラクタが出現する。
例えば、プレイヤーのゲームの上達度が低い場合や、プレイヤーキャラクタの攻撃力が弱い場合、一般に敵キャラクタの寿命は長くなる傾向にある。そこで、本発明によれば、新たな敵キャラクタをプレイヤーキャラクタから遠くの位置に出現しやすくすることによって、プレイヤーの上達度がまだ低いうちに敵キャラクタが次々と近くにばかり出現してしまってゲームが初心者にとって難しすぎるようなことがないように制御できるようになる。
また例えば、プレイヤーのゲームの上達度が高い場合や、プレイヤーキャラクタの攻撃力が強い場合、一般に敵キャラクタの寿命は短くなる傾向にある。そこで、本発明によれば、新たな敵キャラクタをプレイヤーキャラクタの近くの位置に出現しやすくすることによって、プレイヤーの上達度が高いときに敵キャラクタが遠くにばかり出現してしまってゲームが上級者にとって易しすぎるようなことがないように制御できるようになる。
記憶部は、プレイヤーの指示により仮想空間内を移動するプレイヤーキャラクタの位置と、敵キャラクタの位置と、当該敵キャラクタが当該仮想空間内に出現してから現在までの経過時間と、当該仮想空間内に新たな敵キャラクタを出現させる候補の位置と、を記憶する。
計測部は、当該経過時間を計測して記憶部に記憶させる。
計算部は、記憶されている経過時間に対して単調増加する距離を計算する。
出現判断部は、当該仮想空間内に新たな敵キャラクタを出現させるか否かを判断する。
出現設定部は、出現判断部により当該新たな敵キャラクタを出現させると判断された場合、記憶されている敵キャラクタを新たに出現させる位置の候補のうち、当該プレイヤーキャラクタまでの距離が、計算された距離に最も近い候補の位置を、新たに出現させる敵キャラクタの位置として記憶部に記憶させて、新たな敵キャラクタを出現させる。
記憶部は、プレイヤーの指示により仮想空間内を移動するプレイヤーキャラクタの位置と、敵キャラクタの位置と、当該敵キャラクタが当該仮想空間内に出現してから現在までの経過時間と、当該仮想空間内に新たな敵キャラクタを出現させる候補の位置と、を記憶する。
計測部は、当該経過時間を計測して記憶部に記憶させる。
計算部は、記憶されている経過時間に対して単調増加する距離を計算する。
出現判断部は、当該仮想空間内に新たな敵キャラクタを出現させるか否かを判断する。
出現設定部は、出現判断部により当該新たな敵キャラクタを出現させると判断された場合、記憶されている敵キャラクタを新たに出現させる位置の候補のうち、当該プレイヤーキャラクタまでの距離が、計算された距離に最も近い候補の位置を、新たに出現させる敵キャラクタの位置として記憶部に記憶させて、新たな敵キャラクタを出現させる。
また、本発明のプログラムは、コンパクトディスク、フレキシブルディスク、ハードディスク、光磁気ディスク、ディジタルビデオディスク、磁気テープ、半導体メモリ等のコンピュータ読取可能な情報記憶媒体に記録することができる。
上記プログラムは、プログラムが実行されるコンピュータとは独立して、コンピュータ通信網を介して配布・販売することができる。また、上記情報記憶媒体は、コンピュータとは独立して配布・販売することができる。
101 CPU
102 ROM
103 RAM
104 インターフェース
105 コントローラ
106 外部メモリ
107 DVD-ROMドライブ
108 画像処理部
109 音声処理部
110 NIC
200 ゲーム装置
201 記憶部
202 計測部
203 計算部
204 出現設定部
205 受付部
206 移動部
207 削除部
208 出力部
209 出現判断部
210 消滅判断部
211 消滅設定部
212 状態設定部
本発明の実施例を説明する。以下では、理解を容易にするため、ゲーム用の情報処理装置を利用して本発明が実現される実施例を説明するが、以下に説明する実施例は説明のためのものであり、本願発明の範囲を制限するものではない。したがって、当業者であればこれらの各要素もしくは全要素をこれと均等なものに置換した実施形態を採用することが可能であるが、これらの実施形態も本発明の範囲に含まれる。
次に、本実施例のゲーム装置200の各部が行う出現設定処理について図6のフローチャートを用いて説明する。この出現設定処理は、ゲーム装置200が新たな敵キャラクタを出現させる際に行われる処理である。対戦ゲームにおいて、コントローラ105を用いてプレイヤーが操作するプレイヤーキャラクタが敵キャラクタにダメージを与えて倒した後、ゲーム装置200が新たな敵キャラクタを出現させると判断したタイミングで実行されるものとする。ただし、これは一例に過ぎず、ゲーム装置200は任意のタイミングでこの出現設定処理を行うことができる。
次に、本発明の他の実施例について図7のフローチャートを用いて説明する。本実施例は、この対戦ゲームに出現する敵キャラクタの総数が所定量より多くならないようにする点で、上述の実施例と異なる。なお、上述の実施例と共通する構成については同じ参照番号を用い説明を省略する。
次に、本発明の他の実施例について図8のフローチャートと図9とを用いて説明する。本実施例は、ゲーム中に敵キャラクタがプレイヤーキャラクタのいる場所に近づくように制御される点で、上述の実施例と異なる。なお、上述の実施例と共通する構成については同じ参照番号を用い説明を省略する。
次に、本発明の他の実施例について図10と図11を用いて説明する。本実施例は、新たな敵キャラクタの候補のうち、基準距離と同じ距離だけ離れている候補が複数存在する場合に、候補をどのように選択するかを考慮した点で、上述の実施例と異なる。なお、上述の実施例と共通する構成については同じ参照番号を用い説明を省略する。
次に、本発明の他の実施例について説明する。本実施例は、敵キャラクタの出現時の位置のいくつかの候補の中からいずれかを選択する際の選択の仕方を変えた変形例である。なお、上述の実施例と共通する構成については同じ参照番号を用い説明を省略する。
次に、本発明の他の実施例について説明する。本実施例は、敵キャラクタの出現時の位置のいくつかの候補の中からいずれかを選択する際の選択の仕方を変えた他の変形例である。なお、上述の実施例と共通する構成については同じ参照番号を用い説明を省略する。
次に、本発明の他の実施例について説明する。本実施例では、出現設定部204は、敵キャラクタが仮想空間内に出現してから現在までの時間に応じて、次の新たな敵キャラクタの出現位置をプレイヤーキャラクタの近くにしたり遠くにしたりして変化させることによって、ゲームの難易度をプレイヤーの上達度に合うように制御できる。以下詳述する。
記憶部201は、図16Aに示すように、敵キャラクタ情報として、敵キャラクタの識別情報と敵キャラクタの位置に加えて、計測部202によって計測された、敵キャラクタを仮想空間内に出現させてから現在までの経過時間を更に対応付けて記憶する。例えば、経過時間は、年,月,日,時,分,秒を単位として記憶されてもよいし、垂直同期割り込み(VSYNC)やXミリ秒割り込み等、ゲーム装置200のCPU 101が定期的に発生させる割り込み処理の発生回数を単位として記憶されてもよい。敵キャラクタが消滅するときの記憶部201に記憶される経過時間は、この敵キャラクタの寿命に相当する。
次に、本発明の他の実施例について説明する。本実施例では、プレイヤーキャラクタと敵キャラクタの戦闘時間(対戦時間)が長いほど、次に出現させる新たな敵キャラクタの位置をプレイヤーキャラクタの近くにしたり遠くにしたりして変化させる。以下詳述する。
Claims (18)
- プレイヤーの指示により仮想空間内を移動するプレイヤーキャラクタの位置と、敵キャラクタの位置と、当該敵キャラクタが当該仮想空間内に出現してから現在までの経過時間と、当該仮想空間内に新たな敵キャラクタを出現させる候補の位置と、を記憶する記憶部(201)と、
当該経過時間を計測して前記記憶部(201)に記憶させる計測部(202)と、
前記記憶されている経過時間に対して単調増加する距離を計算する計算部(203)と、
当該仮想空間内に新たな敵キャラクタを出現させるか否かを判断する出現判断部(209)と、
前記出現判断部(209)により当該新たな敵キャラクタを出現させると判断された場合、前記記憶されている敵キャラクタを新たに出現させる位置の候補のうち、当該プレイヤーキャラクタまでの距離が前記計算された距離に最も近い候補の位置を、新たに出現させる敵キャラクタの位置として前記記憶部(201)に記憶させて、新たな敵キャラクタを出現させる出現設定部(204)と、
を備えることを特徴とするゲーム装置(200)。 - 請求項1に記載のゲーム装置(200)であって、
前記計算部(203)は、当該仮想空間内に出現している敵キャラクタに対応付けられている経過時間の平均値を計算し、当該計算された平均値に対して単調増加する距離を計算する、
ことを特徴とするゲーム装置(200)。 - 請求項1に記載のゲーム装置(200)であって、
前記計算部(203)は、当該仮想空間内に出現している敵キャラクタに対応付けられている経過時間のうち最も長い経過時間に対して単調増加する距離を計算する、
ことを特徴とするゲーム装置(200)。 - 請求項1に記載のゲーム装置(200)であって、
前記計算部(203)は、当該仮想空間内に出現している敵キャラクタに対応付けられている経過時間のうち最も短い経過時間に対して単調増加する距離を計算する、
ことを特徴とするゲーム装置(200)。 - 請求項1に記載のゲーム装置(200)であって、
当該敵キャラクタの位置が当該プレイヤーキャラクタの位置から所定距離範囲内にある場合に当該プレイヤーキャラクタを戦闘状態とし、そうでない場合に当該プレイヤーキャラクタを非戦闘状態とする状態設定部(212)と、
当該プレイヤーキャラクタが当該戦闘状態にある場合に、当該プレイヤーからの指示入力に基づいて、当該敵キャラクタを消滅させるか否かを判断する消滅判断部(210)と、
前記消滅判断部(210)により当該敵キャラクタを消滅させると判断された場合に、当該仮想空間内から当該敵キャラクタを消滅させる消滅設定部(211)と、
を更に備えることを特徴とするゲーム装置(200)。 - 請求項5に記載のゲーム装置(200)であって、
前記出現判断部(209)は、前記消滅設定部(211)が当該敵キャラクタを消滅させた場合に、当該新たな敵キャラクタを出現させると判断する、
ことを特徴とするゲーム装置(200)。 - 請求項5に記載のゲーム装置(200)であって、
前記出現判断部(209)は、当該新たな敵キャラクタを出現させるか否かを乱数を用いて判断する、
ことを特徴とするゲーム装置(200)。 - 請求項5に記載のゲーム装置(200)であって、
前記出現判断部(209)は、当該仮想空間内に出現している敵キャラクタの総数が所定の上限値より少ない場合に、当該新たな敵キャラクタを出現させると判断する、
ことを特徴とするゲーム装置(200)。 - 請求項8に記載のゲーム装置(200)であって、
前記出現判断部(209)は、当該上限値を、前記ゲーム装置にて実行されるゲームにおける時間の経過に応じて変化させる、
ことを特徴とするゲーム装置(200)。 - 請求項8に記載のゲーム装置(200)であって、
前記出現判断部(209)は、当該上限値を、前記消滅設定部(211)により消滅された敵キャラクタの数に応じて変化させる、
ことを特徴とするゲーム装置(200)。 - 請求項5に記載のゲーム装置(200)であって、
前記記憶部(201)は、当該敵キャラクタが当該仮想空間内に出現してから現在までの経過時間を記憶する代わりに、当該敵キャラクタを前記状態設定部(212)が当該戦闘状態に設定してから前記消滅設定部(211)が消滅させるまでの経過時間を記憶する、
ことを特徴とするゲーム装置(200)。 - 請求項1に記載のゲーム装置(200)であって、
当該プレイヤーキャラクタの位置と当該敵キャラクタの位置との距離が所定値以内である場合、当該敵キャラクタの位置を当該プレイヤーキャラクタの位置に近づけるように移動させ、前記記憶部(201)に記憶される当該敵キャラクタの位置を更新する移動部(206)を更に備える、
ことを特徴とするゲーム装置(200)。 - 請求項1に記載のゲーム装置(200)であって、
当該プレイヤーキャラクタの位置と当該敵キャラクタの位置との距離が、
(a)所定値以内である場合、当該敵キャラクタの位置から当該プレイヤーキャラクタの位置への方向に当該敵キャラクタが移動する確率を、他の方向に当該敵キャラクタが移動する確率より相対的に大きくし、
(b)そうでない場合、当該敵キャラクタの位置から当該プレイヤーキャラクタの位置への方向に当該敵キャラクタが移動する確率と、当該他の方向に当該敵キャラクタが移動する確率と、を等しくして、
当該敵キャラクタの位置をランダムに移動させ、前記記憶部(201)に記憶される当該敵キャラクタの位置を更新する移動部(206)を更に備える、
ことを特徴とするゲーム装置(200)。 - 請求項12に記載のゲーム装置(200)であって、
前記移動部(206)は、当該敵キャラクタを、所定の最大移動速度以下で移動させる、
ことを特徴とするゲーム装置(200)。 - 請求項12に記載のゲーム装置(200)であって、
前記移動部(206)は、当該敵キャラクタを、所定の最小移動速度以上で移動させる、
ことを特徴とするゲーム装置(200)。 - 記憶部(201)を有するゲーム装置(200)にて実行されるゲーム処理方法であって、
前記記憶部(201)には、プレイヤーの指示により仮想空間内を移動するプレイヤーキャラクタの位置と、敵キャラクタの位置と、当該敵キャラクタが当該仮想空間内に出現してから現在までの経過時間と、当該仮想空間内に新たな敵キャラクタを出現させる候補の位置と、が記憶され、
当該経過時間を計測して前記記憶部(201)に記憶させる計測ステップと、
前記記憶されている経過時間に対して単調増加する距離を計算する計算ステップと、
当該仮想空間内に新たな敵キャラクタを出現させるか否かを判断する出現判断ステップと、
前記出現判断ステップにおいて当該新たな敵キャラクタを出現させると判断された場合、前記記憶されている敵キャラクタを新たに出現させる位置の候補のうち、当該プレイヤーキャラクタまでの距離が前記計算された距離に最も近い候補の位置を、新たに出現させる敵キャラクタの位置として前記記憶部(201)に記憶させて、新たな敵キャラクタを出現させる出現設定ステップと、
を備えることを特徴とするゲーム処理方法。 - コンピュータを、
プレイヤーの指示により仮想空間内を移動するプレイヤーキャラクタの位置と、敵キャラクタの位置と、当該敵キャラクタが当該仮想空間内に出現してから現在までの経過時間と、当該仮想空間内に新たな敵キャラクタを出現させる候補の位置と、を記憶する記憶部(201)、
当該経過時間を計測して前記記憶部(201)に記憶させる計測部(202)、
前記記憶されている経過時間に対して単調増加する距離を計算する計算部(203)、
当該仮想空間内に新たな敵キャラクタを出現させるか否かを判断する出現判断部(209)、
前記出現判断部(209)により当該新たな敵キャラクタを出現させると判断された場合、前記記憶されている敵キャラクタを新たに出現させる位置の候補のうち、当該プレイヤーキャラクタまでの距離が前記計算された距離に最も近い候補の位置を、新たに出現させる敵キャラクタの位置として前記記憶部(201)に記憶させて、新たな敵キャラクタを出現させる出現設定部(204)、
として機能させるプログラムを記憶することを特徴とする、コンピュータ読み取り可能な情報記録媒体。 - コンピュータを、
プレイヤーの指示により仮想空間内を移動するプレイヤーキャラクタの位置と、敵キャラクタの位置と、当該敵キャラクタが当該仮想空間内に出現してから現在までの経過時間と、当該仮想空間内に新たな敵キャラクタを出現させる候補の位置と、を記憶する記憶部(201)、
当該経過時間を計測して前記記憶部(201)に記憶させる計測部(202)、
前記記憶されている経過時間に対して単調増加する距離を計算する計算部(203)、
当該仮想空間内に新たな敵キャラクタを出現させるか否かを判断する出現判断部(209)、
前記出現判断部(209)により当該新たな敵キャラクタを出現させると判断された場合、前記記憶されている敵キャラクタを新たに出現させる位置の候補のうち、当該プレイヤーキャラクタまでの距離が前記計算された距離に最も近い候補の位置を、新たに出現させる敵キャラクタの位置として前記記憶部(201)に記憶させて、新たな敵キャラクタを出現させる出現設定部(204)、
として機能させることを特徴とするプログラム。
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EP08864428A EP2226105A4 (en) | 2007-12-21 | 2008-12-17 | GAME DEVICE, GAME PROCESSING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM |
KR1020107000117A KR101056405B1 (ko) | 2007-12-21 | 2008-12-17 | 게임장치, 게임처리방법 및 정보기록매체 |
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TWI370008B (en) | 2012-08-11 |
KR101056405B1 (ko) | 2011-08-12 |
EP2226105A1 (en) | 2010-09-08 |
US8360891B2 (en) | 2013-01-29 |
EP2226105A4 (en) | 2011-05-11 |
KR20100023949A (ko) | 2010-03-04 |
CN101668571A (zh) | 2010-03-10 |
JP2009148483A (ja) | 2009-07-09 |
US20100292008A1 (en) | 2010-11-18 |
CN101668571B (zh) | 2013-04-10 |
JP4392446B2 (ja) | 2010-01-06 |
TW200948438A (en) | 2009-12-01 |
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