WO2021261017A1 - ゲームシステム、ゲーム方法、ゲームプログラム、及びゲームサーバ - Google Patents

ゲームシステム、ゲーム方法、ゲームプログラム、及びゲームサーバ Download PDF

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Publication number
WO2021261017A1
WO2021261017A1 PCT/JP2021/007858 JP2021007858W WO2021261017A1 WO 2021261017 A1 WO2021261017 A1 WO 2021261017A1 JP 2021007858 W JP2021007858 W JP 2021007858W WO 2021261017 A1 WO2021261017 A1 WO 2021261017A1
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WIPO (PCT)
Prior art keywords
character
player
ally
team
enemy
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/JP2021/007858
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English (en)
French (fr)
Japanese (ja)
Inventor
康典 末永
正昭 星野
規裕 世良
▲紀▼▲澤▼▲鋒▼
▲楊▼思勤
李文意
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tencent Technology Shenzhen Co Ltd
Pokemon Co
Original Assignee
Tencent Technology Shenzhen Co Ltd
Pokemon Co
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tencent Technology Shenzhen Co Ltd, Pokemon Co filed Critical Tencent Technology Shenzhen Co Ltd
Priority to KR1020227043196A priority Critical patent/KR102847188B1/ko
Priority to CN202180016165.6A priority patent/CN115209963A/zh
Publication of WO2021261017A1 publication Critical patent/WO2021261017A1/ja
Priority to US17/889,281 priority patent/US12268960B2/en
Anticipated expiration legal-status Critical
Priority to US19/074,244 priority patent/US20250205596A1/en
Ceased legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F13/69Generating 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 by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

Definitions

  • the present invention relates to a game system, a game method, a game program, and a game server.
  • the present invention relates to a game system, a game method, a game program, and a game server in which a plurality of players can play simultaneously via a communication network.
  • MOBA Multiplayer online battle arena
  • an operation input receiving means for receiving a user's operation input and an information processing means for performing information processing based on the operation input received by the operation input receiving means are provided, and the information processing means is based on the operation input.
  • the game progress means for drawing the corresponding color of the own character in the virtual space, and the drawing state and the own drawing state of the corresponding color of the enemy character different from the corresponding color of the own character in the virtual space.
  • An information processing system including a battle determination means for determining a battle based on a drawing state of a character's corresponding color in a virtual space is known (see, for example, Patent Document 1).
  • the virtual space is drawn with the corresponding color of the own character by controlling the own character in the virtual space, and the drawing state and the drawing state of the corresponding color of the enemy character are set.
  • the match can be determined based on this.
  • an object of the present invention is to contribute to a team by an action other than an in-game interpersonal battle in a game in which a plurality of players can participate, and to improve the skill level of operations required for the interpersonal battle in accordance with the action. It is to provide a game system, a game method, a game program, and a game server which can be played.
  • a game system that can determine a character movement control unit that controls the movement of a player's player character in the play field based on a player's instruction, and a neutral character that operates without being operated by the player or another player.
  • the character state determination unit that associates the neutral character with the player and the neutral character are associated with the player.
  • the ally character control unit After storing the neutral character as an ally character in the virtual character storage area, the ally character control unit that repeatedly controls the appearance of the ally character from the character storage area to the play field and the storage of the ally character in the character storage area.
  • a game system with and is provided.
  • the game method, the game program, and the game server in a game in which a plurality of players can participate, it is possible to contribute to the team by an action other than an interpersonal battle in the game, and the action is accompanied by the action. It is possible to provide a game system, a game method, a game program, and a game server that can improve the skill level of operations required for interpersonal battles.
  • FIG. 1 shows an outline of a game system according to the present embodiment.
  • FIG. 2 shows an outline example of a play field of a game executed by the game system according to the present embodiment.
  • the game system 1 can be executed by an information terminal 3 such as a smartphone, and each player plays a game by connecting the information terminal 3 of each of the plurality of players to the server 7 via the communication network 5. It is a game system that can be played at the same time.
  • the game system 1 is composed of one team composed of the player characters of one or more players (hereinafter, may be referred to as a "ally team") and another player character of one or more other players. Compete with the other team (hereinafter sometimes referred to as the "enemy team”), and compare the points earned by the team with the team and the score earned by the enemy team to determine the winning team in the game. decide.
  • the game system 1 may be a kind of multiplayer online battle arena (MOBA).
  • the server 7 and the information terminal owned by the player are connected to each other via, for example, the communication network 5 so as to be bidirectionally communicable.
  • the game system 1 may be a server-client type game system.
  • the character operated by the player itself is the player character
  • the team to which the player belongs is the ally team
  • the character operated by a player other than the player belonging to the ally team is the ally player character
  • the team to which the other players to which the player belongs belongs.
  • a character operated by another player belonging to the enemy team is referred to as an enemy player character.
  • the game system 1 is executed separately for the ally team to which the player character operated by the player belongs and the enemy team to which the enemy player character operated by another player belongs. Then, the game system 1 makes each player character score points when the points acquired by each player character (that is, the player character, the ally player character, and the enemy player character) during the game satisfy the predetermined conditions. The score of the team to which the team belongs is used, and the score obtained by each team at the end of the game time is compared to determine the outcome of the game.
  • the game system 1 is executed in the play field 300, which is a virtual space.
  • the play field 300 includes an ally base 302 of an ally team to which a player character belongs, an enemy home 304 of an enemy team to which an enemy player character belongs, an ally base 302, and an enemy base 304.
  • a neutral area 314 between multiple lanes 306, and at least part of the side of the lanes 306, at equidistant positions from friendly homes 302 and enemy homes 304. Includes a central portion 316 provided.
  • the player character can freely move to a desired position in response to a player's instruction, except for an immovable area in the play field 300 (for example, a wall, a rock, a pond, etc. provided in the play field 300).
  • the game system 1 causes a neutral character (NPC) to appear at a predetermined position in the lane 306 and / or the neutral region 314.
  • a neutral character is a character that operates without being operated by any player.
  • the neutral character is a character automatically controlled by the game system 1 and can be acquired by a player who succeeds in defeating the character by attacking and defeating the player character, the ally player character, and / or the enemy player character. ..
  • the neutral character is associated with a predetermined point according to the type and status (for example, level, etc.) of the neutral character.
  • the game system 1 When the player character attacks and defeats a neutral character within a predetermined range from the player character according to the player's instruction, the game system 1 causes the player who operates the player character to acquire the neutral character. Then, the game system 1 changes the neutral character to a friendly character of the player character, and gives the player character points possessed by the neutral character. As a result, the player character earns points. The game system 1 stores this ally character in the virtual character storage area of the player.
  • the game system 1 can make an ally character appear in the play field 300 from the character storage area and store the ally character from the play field 300 in the character storage area according to the instruction of the player.
  • the game system 1 automatically causes the ally character to follow the player character, and the neutral character and / or the enemy player character within a predetermined range from the player character or the ally character. Automatically attack (that is, the ally character fights with the player character).
  • the game system 1 can also make the player character attack an enemy player character within a predetermined range from the player character according to the instruction of the player.
  • the game system 1 gives a predetermined point to the player character. That is, in the game system 1, the player not only can perform an interpersonal battle with the enemy player character by operating the player character, but also battles between the player character and the neutral character (battle with the system) according to the player's intention. be able to.
  • the player character operated by the player can obtain points by defeating the enemy player character or by defeating the neutral character.
  • the game system 1 responds to the player's instruction and obtains points acquired by the player character at the enemy base 312. You can use this point as a score for your team. In other words, no points will be given to the team until the points are scored (hereinafter, converting the points into points may be referred to as "scoring"). In this case, the game system 1 resets the points acquired by the player character to zero as the points are scored, and at the same time, the ally character stored in the player's character storage area or exits from the character storage area. And erase the ally character appearing in the play field 300.
  • erasing an ally character means restricting the ally character from appearing in the play field 300 again in the same gameplay. As a result, the ally character cannot battle with the player character.
  • a predetermined durability value is set in the enemy base 312, and in the game system 1, the total value of the points supplied to the enemy base 312 (hereinafter referred to as "supply value") becomes equal to or higher than the durability value. If so, the function of the enemy base 312 is stopped.
  • the game system 1 can display a state in which the enemy base 312 is destroyed, and can indicate that the function of the enemy base 312 has stopped.
  • the player character operated by the player in the game system 1 acquires points by attacking and defeating the neutral character and / or the enemy player character, and supplies the acquired points to the enemy base to be a team of allies. Can be scored.
  • the acquired neutral character can be made to act together with the player character as an ally character (in this case, the ally character can be controlled to automatically fight with the player character, and the player. (Move to follow the above and attack the neutral character and the enemy player character within the predetermined surroundings of the ally character), and if the points earned by the player character are scored, the player possesses them at the time of scoring. Your ally character will be erased and you will not be able to make it appear in the game.
  • the player character obtains points by fighting with the enemy player character, that is, by fighting with the neutral character without having to perform an interpersonal battle, and the obtained points are scored at the enemy base. Therefore, even a player who hesitates in an interpersonal battle or a player who is not good at an interpersonal battle can contribute to the team to which he / she belongs. That is, in the game system 1, the game can be enjoyed without having an interpersonal battle. Further, in the game system 1, the player can improve the skill level of the battle in the game through the battle with the neutral character. As a result, according to the game system 1, the player can become accustomed to the battle, and the consciousness of weakness in the interpersonal battle is gradually reduced.
  • the player character when the player character defeats a neutral character or an enemy player character, the player character acquires an experience value, and when the total value of the acquired experience values becomes a predetermined value or more, the player character It is possible to change the appearance and ability of (hereinafter, this change is referred to as "evolution"). With this evolution, player characters can improve their abilities and learn "techniques" to attack neutral characters and enemy player characters. As a result, in the conventional MOBA, in order to improve the attack power of the player character, the player character needs to acquire and equip a predetermined item in the game, but in the game system 1, the player character evolves. By doing so, the player character can be strengthened without complicated operations because the "skill" is automatically learned. Further, in the game system 1, since the appearance of the player character can be changed by "evolution", the player can grasp at a glance how strong the player character has.
  • the information terminals 3, 3a, ... 3n are information terminals such as mobile phones, smartphones, notebook computers, tablet PCs, PCs, portable game machines, and / or home game machines. When there are a plurality of information terminals, the type of each information terminal may be different.
  • the details of the game system 1 according to the present embodiment will be described below, but the names and numerical values in the above description and the following description are merely examples, and the present invention may be limited to these unique names and numerical values. It should be added that there is no such thing, and that these proper names and numerical values are not always related to the actual proper names and numerical values.
  • FIG. 3 shows an example of the functional configuration of the game system according to the present embodiment.
  • FIG. 4 shows an example of the data structure of each storage unit included in the storage unit included in the game system according to the present embodiment.
  • the game system 1 includes a display unit 10 that displays a play field 300, a player character, and the like, a display control unit 15 that controls the display of the display unit 10, an input unit 20 that receives instructions from the player, and various types used in the game.
  • the battle control unit 40 that controls the battle
  • the battle result determination unit 45 that determines the battle result between the player character and various other characters
  • the character state determination unit 50 that determines the character state, the operation of the ally character, and the like.
  • the control unit 62 the evolution control unit 64 that controls the evolution of the player character, the scoring unit 70 that converts points into points, and the base control unit 80 that controls ally bases and enemy bases determine the outcome of the game. It includes a win / loss determination unit 85, a limit generation unit 87 that generates a predetermined limit between bases, and a time limit control unit 90 that controls the time limit of the game.
  • the special character is a neutral character (NPC) that can play against the player character, and even if the player character wins by playing against the player character, the special character belongs to the team to which the player character belongs. A character that is not stored in the character storage area.
  • the storage unit 25 stores information about a player, a character information storage unit 250 that stores information about a player character, a neutral character, and / or a special character, a team information storage unit 252 that stores information about a team participating in a game, and information about a player. It has a player information storage unit 254 and a play field information storage unit 256 for storing information about the play field 300.
  • the game system 1 may not only have the plurality of components in physically the same device or place, but may also install some of the plurality of components in physically separated positions.
  • each component may be connected by a communication network such as the Internet.
  • the game system 1 may have an external server take part in the functions of the components.
  • the game system 1 may be configured as one or more servers. In this case, the game system 1 is configured by combining the information terminal, the component of one server, and the component of another server. Further, in the present embodiment, an aggregate of predetermined components can be grasped as one "information processing device", and the game system 1 may be formed as an aggregate of a plurality of information processing devices.
  • the method of allocating the plurality of functions required to realize the game system 1 according to the present embodiment to one or a plurality of hardware includes the processing capacity of each hardware and / or the specifications required for the game system 1. It can be decided as appropriate in view of the above. Further, various information stored in the storage unit 25 may be updated by a user's instruction or information received via the input unit 20, and predetermined information is acquired from a predetermined server existing outside the game system 1. It may be updated at any time.
  • the information terminal 3 includes at least a display unit 10 and an input unit 20.
  • the display unit 10 includes a play field 300 controlled by the display control unit 15 to execute a game, a player character (a friendly player character and an enemy player character), a neutral character, a special character, and / or other items. Display information about the game.
  • the display unit 10 perceptibly outputs various processing results and information stored in the storage unit 25.
  • the display control unit 15 displays various processing results of each component, information stored in the storage unit 25, and the like as data in a predetermined format, still images, moving images, and / or texts on the display unit 10. Display.
  • the display unit 10 may display information received from an external server.
  • the input unit 20 receives an input such as a predetermined instruction or operation from the player.
  • the input unit 20 supplies the instruction to a predetermined component of the game system 1.
  • Each component that receives the instruction performs a predetermined function.
  • the input unit 20 is a touch panel, a tablet, a mouse, a motion sensor, or the like.
  • the input unit 20 is a touch panel included in the information terminal 3
  • the touch panel may be capable of multi-touch detection.
  • the touch panel as the input unit 20 has an input surface 200 for inputting an operation or the like from the player and an input control unit 210 for acquiring information related to the operation input to the input surface 200.
  • the touch panel is arranged so as to be superimposed on the display unit 10, and the surface of the touch panel corresponds to the input surface 200.
  • the display unit 10 is provided with an area for receiving a predetermined instruction
  • the input surface 200 is a position designated by a player's operation (for example, touch operation, tap operation, slide operation, etc.) on the area of the input surface 200. Detects a given instruction in.
  • the input surface 200 supplies the detected information, that is, information indicating a predetermined instruction at the detected position, to the input control unit 210.
  • the input control unit 210 acquires information indicating a predetermined instruction from the input surface 200, and supplies the information to a predetermined component of the game system 1.
  • the storage unit 25 stores various information related to the game system 1. Each storage unit included in the storage unit 25 supplies predetermined information to a predetermined component in response to a request from another component of the game system 1. In the game system 1, when one game ends, the next game may be executed without taking over the situation of the one game. Therefore, in the game system 1, information on experience points, levels, stats, possession points, possession ally characters, and / or evolution status, etc. is initially set for all player characters, ally player characters, and enemy player characters. It is returned and the next game is started. That is, the game system 1 may return at least a part of the information stored in the storage unit 25 to the initial value each time a new game is started.
  • the character information storage unit 250 stores various information (character information) related to the character in association with the character ID that identifies the character.
  • the character includes a player character, a neutral character, and a special character.
  • the character information for example, the name of the character, the status of the character (for example, experience value, level, hit point (HP), etc.), the point associated with the character (point owned by the character), and the character can be normally used.
  • Attack means, techniques that can be used by the character when certain conditions are met, whether or not the character has evolved, and the character ID of the character to which the character has evolved.
  • the player can arbitrarily select a player character to be used in the game from a plurality of characters at the start of the game.
  • the character is a player character
  • the status of the character, the points owned by the character, the presence or absence of evolution of the character, and the like are reset every time a new game is started.
  • the points owned by the character are synonymous with the points associated with the player.
  • the "technique” includes points possessed by the enemy player character (points associated with the enemy player), ally characters of the enemy player character in the character storage area of the enemy player character, and / or appearing in the play field 300. It may include a technique to steal a friendly character of an enemy player character.
  • the team information storage unit 252 stores various information (team information) about the team in association with the team ID that identifies the team.
  • the team information includes, for example, information about the players constituting the team (for example, a player ID described later), a character ID of a character associated with the team in the game (for example, a special character), a score acquired by the team in the game, and the like. Information.
  • the team is composed of one or more players. Then, in the game system 1, one or more players forming a team can be randomly determined at the start of the game, or one player can invite another player to form a team. Therefore, the information about the player as the team information stored in association with the team ID by the team information storage unit 252 may be reset every time a new game is executed. The team information stored in the team information storage unit 252 may be reset each time the game ends.
  • the team information storage unit 252 can temporarily store the character ID. For example, when a player character belonging to a team defeats a special character during game execution, the team information storage unit 252 may store the character ID of the special character for a certain period of time and delete it after a certain period of time. Further, the team information storage unit 252 may store the character IDs of the special characters stored during the execution of the game in chronological order. Further, the team information storage unit 252 may erase all the character IDs stored during the game execution at the end of the game.
  • the player information storage unit 254 stores information about a player who plays a game. Specifically, the player information storage unit 254 stores player information in association with a player ID that identifies the player.
  • the player information includes, for example, the name of the player, the neutral character acquired by the player winning the battle in the game, and the reward acquired by the player in the game (including points, points, experience points, etc. acquired by executing the game). Information about such things.
  • the player information storage unit 254 updates or stores information about the neutral character as player information in chronological order each time the player wins the neutral character in a battle during the game and acquires the neutral character. I can go.
  • information regarding the neutral character acquired by the player and the reward or the like acquired by the player in the game is reset every time the game ends.
  • the information regarding the neutral character acquired by the player and the reward acquired by the player in the game as the player information stored in association with the player ID by the player information storage unit 254 may be reset each time the game is executed. ..
  • what is reset here is information for continuing a series of play from the start of play to the determination of the team's victory or defeat, and the gameplay history information (win or lose in battle) that is the result of the series of gameplay.
  • the number and the number of acquired experience points) are not reset and are stored in the player information storage unit 254. For example, by repeating a series of game play, the types of player characters that can be used by the player and the types of player character techniques can be increased by winning a predetermined number of times.
  • the play field information storage unit 256 stores information about the play field 300. Specifically, the play field information storage unit 256 stores the play field information in association with the play field ID that identifies the play field.
  • the play field information is, for example, information regarding the name of the play field, the arrangement and number of various elements constituting the play field, and the like.
  • the game system 1 may also use a predetermined play field in a fixed manner, and in this case, the storage unit 25 does not have to have the play field information storage unit 256.
  • the character motion control unit 30 controls the motion of the player character of the player in the play field 300 based on the instruction of the player. Specifically, the character motion control unit 30 performs operations such as moving, stopping, attacking, defending, and scoring points of the player character in the play field 300 based on the player's instruction received by the input unit 20. To control.
  • the display unit 10 is controlled by the display control unit 15, and displays the operation of the player character controlled by the character operation control unit 30.
  • the appearance control unit 35 controls the appearance of the neutral character and / or the special character in the play field 300.
  • the appearance control unit 35 causes a neutral character and / or a special character to appear in a predetermined place in the play field 300 at a predetermined time interval or a random time interval.
  • the appearance control unit 35 may make the neutral character and / or the special character appear at predetermined time intervals from the viewpoint of equalizing the chances of encountering the neutral character and / or the special character of the players belonging to each team. preferable.
  • the place where the neutral character appears is neutral between the player character belonging to the first team (for example, the ally team to which the player belongs) and the player character belonging to the second team (for example, the enemy team).
  • a predetermined virtual straight line passing through the center of the play field 300 is set as the axis of symmetry
  • a plurality of them can be provided at positions of line symmetry.
  • the appearance control unit 35 sets a short axis passing through the center of the play field 300 as an axis of symmetry, causes a neutral character to appear at a predetermined position in the lane 306, and causes the neutral character to appear.
  • a neutral character of the same type appears at a position that is line-symmetrical.
  • a plurality of neutral character appearance locations may be provided at point-symmetrical positions with the center of the play field 300 as the point of symmetry.
  • the appearance control unit 35 also causes the special character to appear in the area where each team can contact equally.
  • the appearance control unit 35 may be used at a specific position of the play field 300, for example, when the central portion 316 and / or the play field 300 is substantially elliptical, the intersection of the short axis passing through the center of the play field 300 and the lane 306.
  • a special character appears in the vicinity at predetermined time intervals.
  • the display unit 10 is controlled by the display control unit 15, and information indicating that the special character has appeared at a predetermined position of the display unit 10 (for example, text display or the like). ) Can be displayed.
  • the battle control unit 40 may perform a player for these characters (hereinafter, may be referred to as a “target character”).
  • the input unit 20 receives the attack instruction of, the battle between the player character and the target character is started, and the battle is controlled.
  • the battle control unit 40 causes the player character to attack the target character in response to the player's instruction received by the input unit 20, and causes damage based on the attack to the target character. Further, when the player character is attacked by the target character, the battle control unit 40 inflicts damage on the player character based on the attack.
  • the battle control unit 40 changes the status of the player character based on the damage received by the player character from the target character (for example, reduces the HP indicating the damage that the character can withstand), and the target character is the player. Changes the status of the target character based on the damage received from the character.
  • the display unit 10 is controlled by the display control unit 15, and displays the state of the battle between the player character controlled by the battle control unit 40 and the target character, the damage given to the opponent character, and the like. Even if the target character is not within a predetermined range from the player character, the battle control unit 40 causes the player character to execute an attack operation when the player's attack instruction is received via the input unit 20. You can also.
  • the player character may have one or more attack means. That is, in addition to the normally usable attack means that can attack the target character at any timing in the game, the player character can also use a predetermined technique based on the experience value acquired by the player character. For example, a predetermined experience value is associated with the technique as character information stored in association with the character ID by the character information storage unit 250, and the experience value acquired by the player character becomes equal to or higher than the predetermined experience value. If so, the battle control unit 40 permits the player character to use the technique. Further, when the battle control unit 40 receives an instruction to use a technique from the player via the input unit 20, the battle control unit 40 activates the predetermined technique on the player character and then activates the technique again until a predetermined time elapses. It may be prohibited. The battle control unit 40 supplies information indicating the change in the status of the player character caused by the battle and the change in the status of the target character to the battle result determination unit 45.
  • the battle result determination unit 45 determines the battle result between the player character and the target character in the battle controlled by the battle control unit 40. Specifically, the battle result determination unit 45 determines which character wins or loses in the battle based on the change in the status of the player character and the change in the status of the target character. For example, each character has a hit point (HP) as one of the stats, and the battle result determination unit 45 defeats the character whose HP has become zero first due to the battle, and the character whose HP remains. Is determined to have won.
  • HP hit point
  • a battle is executed in which a player character of a friendly team (friendly player character) and a player character of an enemy team (enemy player character) attack a neutral character or a special character. If so, the match result determination unit 45 may determine that the character who made the last attack to make the HP of the neutral character or the special character zero meets (wins) the acquisition condition of the neutral character (that is, the ally). It may be determined that the player character has defeated the neutral character or the special character). Further, the battle result determination unit 45 gives the character with the maximum number of attacks (number of hits) until the HP of the neutral character or the special character becomes zero, or the total amount of damage given to the neutral character or the special character (that is, that is). It may be determined that the character with the largest HP reduction amount) has won. The battle result determination unit 45 supplies information indicating the battle result to the character state determination unit 50, the experience value giving unit 60, and the point giving control unit 62.
  • the character state determination unit 50 determines the state of the player character and / or the target character based on the determination result of the battle result determination unit 45.
  • the determination result that is, the battle result
  • the character state determination unit 50 determines the state of the player character and / or the target character according to the type of the target character. Then, the character state determination unit 50 supplies information indicating the determination result to the ally character control unit 55 and the special character control unit 57.
  • the character state determination unit 50 associates the neutral character with the player when a predetermined acquisition condition is satisfied. That is, the character state determination unit 50 associates the winning neutral character with the player.
  • the character state determination unit 50 stores the character ID of this neutral character as player information in the player information storage unit 254 in association with the player ID as a ally character. As a result, the state in which the player has acquired this neutral character is determined. Then, the character state determination unit 50 erases the display of the neutral character from the play field 300. That is, the character state determination unit 50 causes the display control unit 15 to erase the display of the neutral character on the display unit 10.
  • the character state determination unit 50 changes the neutral character to a ally character and associates it with the player according to the correspondence of the neutral character to the player.
  • the ally character is stored in the virtual character storage area for the player.
  • the display control unit 15 displays, for example, a virtual character storage area at a predetermined position of the display unit 10.
  • the character storage area may be superimposed and displayed on the play field 300. Therefore, in this case, it is determined that the neutral character is in the state of being the player's ally character, and the state of being stored in the character storage area is determined.
  • this neutral character acts as an ally character appearing in the play field 300.
  • the character state determination unit 50 overwrites the character ID of the ally character stored in the player information storage unit 254 in association with the player ID with the character ID of the newly defeated neutral character. That is, in one aspect of the game system 1, there may be only one ally character associated with the player (that is, a ally character that is a neutral character that the player can acquire and possess), and the player character may be a plurality of neutral characters.
  • the neutral character which is the opponent to which the player character wins last, is associated with the player and becomes an ally character.
  • the character state determination unit 50 erases the ally character already stored in the character storage area, and newly stores the newly defeated neutral character as the ally character in the character storage area.
  • the character state determination unit 50 is the character ID of the ally character stored in the player information storage unit 254 in association with the player ID (this character ID is the character ID of the ally character appearing in the play field 300). Overwrite with the character ID of the newly defeated neutral character. Then, the character state determination unit 50 erases the ally character appearing in the play field 300, and stores the newly defeated neutral character as the ally character in the character storage area.
  • the newly defeated neutral character is determined to be a player's ally character and stored in the character storage area, and after being stored in the character storage area, appears in the play field 300.
  • the original ally character that was doing is determined to be in the erased state.
  • the original ally character may not be erased, and a plurality of ally characters may be stored in the character storage area.
  • the character state determination unit 50 may associate the neutral character with the team to which the player of the player character belongs. For example, the character state determination unit 50 stores the character ID of this neutral character as team information in the team information storage unit 252 in association with the team ID as a ally character. As a result, the team to which the player of the player character belongs can acquire this neutral character as an ally character. In this case, the character state determination unit 50 may set an upper limit on the number of ally characters that can be associated with the team. However, the player who can acquire the points possessed by the neutral character by defeating the neutral character is the player of the player character who defeated the neutral character. Further, in this case, the neutral character acquired by the team may be stored in the character storage area of any player belonging to the team, or the neutral character acquired by the team may not be stored in the character storage area. Good (in this case, this neutral character may remain in playfield 300).
  • the character state determination unit 50 associates the special character with the team to which the player of the player character belongs. For example, the character state determination unit 50 stores the character ID of this special character as team information in the team information storage unit 252 in association with the team ID. However, in this case, the character state determination unit 50 does not store the special character in the character storage area, but keeps the special character appearing in the play field 300.
  • the character state determination unit 50 is a case where a plurality of characters (friendly player character and / or enemy player character) attack the neutral character, and the determination result of the battle result determination unit 45 is the player who defeated the neutral character.
  • the character is the last player character to make the HP of the neutral character zero
  • the neutral character is associated with the player of this player character.
  • the determination result of the battle result determination unit 45 is that the player character who defeated the special character sets the HP of the special character to zero.
  • a special character is associated with the team to which this player character belongs.
  • the character state determination unit 50 waits for a predetermined time (that is, an enemy character whose predetermined parameter such as HP is zero) that has been defeated in the battle. , After the lapse of a predetermined return time), the play field 300 is moved from the defeated position to the enemy base 304. Then, the character motion control unit 30 controls the motion of the enemy player character moved to the enemy base 304 in response to the player's instruction of the enemy player character.
  • the character state determination unit 50 can give an advantageous effect (for example, HP recovery effect, etc.) to the enemy player character existing in the enemy base 304.
  • the character state determination unit 50 defeats the play field 300 after a predetermined time has elapsed (that is, after a predetermined return time has elapsed). Moved from to the ally base 302.
  • the character motion control unit 30 may recover the HP and the like of the player character to the full tank. Then, the character motion control unit 30 controls the motion of the player character moved to the ally base 302 in response to the player's instruction of the player character.
  • the character state determination unit 50 can give an advantageous effect (for example, HP recovery effect, etc.) to the ally player character existing in the ally base 302.
  • the ally character control unit 55 controls the operation of the ally character based on the information indicating the determination result of the character state determination unit 50. Specifically, the ally character control unit 55 controls the play field 300 so that a predetermined effect can be generated by the ally character when the neutral character is associated with the player. That is, when the player has a ally character, the ally character control unit 55 controls the play field 300 so that an effect based on the characteristics of the ally character can be generated.
  • the ally character control unit 55 repeatedly controls the appearance of the ally character from the character storage area to the play field 300 and the storage of the ally character in the character storage area. In this case, an effect that the appearance of the ally character in the play field 300 and the storage in the character storage area can be repeated occurs.
  • the ally character control unit 55 has a predetermined time from the character storage area to the play field from the acquisition of the neutral character by the player (that is, after disappearing from the play field 300 and the neutral character is stored as the ally character in the character storage area).
  • the appearance of the ally character in the 300 is prohibited, and after a predetermined time elapses, the ally character appears in the play field 300 from the character storage area and from the play field 300 according to the instruction of the player received via the input unit 20. Allows storage in the character storage area.
  • the ally character control unit 55 automatically follows the appearing ally character around the player character. That is, the ally character control unit 55 causes the ally character to follow the player character moving in the play field 300 in response to the player's instruction received via the input unit 20. Then, the ally character control unit 55 automatically attacks the ally character against the enemy player character, other neutral characters, and / or special characters existing within a predetermined range from the ally character appearing in the play field 300. Let it run. The ally character control unit 55 prohibits the ally character from attacking the ally player character and / or the ally character of the ally player character.
  • the ally character control unit 55 causes the ally character to automatically attack the enemy player character, another neutral character, and / or the special character, and causes damage based on the attack to "enemy player character, other neutral character, and / or special character.” / Or give to a special character (attack target character). Among the attack target characters located within the predetermined range of the ally character, the attack target character closest to the ally character may be attacked, or the attack target character attacked by the player character may be attacked. You may do it. Further, when the ally character is attacked by the attack target character, the ally character control unit 55 deals damage based on the attack to the ally character. Then, the ally character control unit 55 determines the battle result between the ally character and the attack target character.
  • the ally character control unit 55 determines which character wins or loses in the battle based on the change in the status of the ally character and the change in the status of the attack target character. For example, the ally character control unit 55 determines that the character whose HP has become zero has been defeated. The ally character control unit 55 supplies the determination result to the point grant control unit 62.
  • the ally character control unit 55 when the player acquires a neutral character as a ally character, the ally character control unit 55 is set to a predetermined effect (for example, the ally character) that is previously associated with the ally character in a predetermined area of the play field 300. It is also possible to generate (effects of techniques and skills). For example, when the player character of the team to which the player belongs exists in a predetermined area of the play field 300, the ally character control unit 55 may generate an effect advantageous to the player character (for example, HP recovery). However, when a player character of a team that is hostile to the team to which the player belongs exists in a predetermined area, it is possible to generate a disadvantageous effect (for example, reduction of attack power or the like) on the player character.
  • a disadvantageous effect for example, reduction of attack power or the like
  • the special character control unit 57 refers to the information indicating the determination result received from the character state determination unit 50, the result of the battle between the player character and the special character indicates the victory of the player character, and the team to which the player character belongs (that is, that is).
  • a predetermined effect is generated on one or more player characters of the ally team existing within a predetermined range centering on the special character.
  • the predetermined effect may be an effect in which the team to which the player character who has won the special character belongs is advantageous in the progress of the game.
  • the special character control unit 57 may automatically advance the special character toward the enemy base of the enemy team provided in the play field 300.
  • a special character a character having various characteristics can be mentioned.
  • the special character for example, there is a special character that inherits the points possessed by the player character when the player character is defeated (hereinafter, may be referred to as a "first special character"), or points having a predetermined value or more in advance. If the player character is defeated, a special character that is associated with the team to which the player character belongs (allied team) and moves toward the enemy base while attacking the enemy player character (hereinafter, "second” It may be referred to as a "special character").
  • the special character control unit 57 refers to the information indicating the determination result received from the character state determination unit 50 when the player character and the first special character play against each other, and refers to the information indicating the determination result, and the player character and the first special character.
  • the result of the battle with the character indicates the victory of the player character
  • the points owned by the player character who defeated the first special character are taken over by the first special character.
  • the special character control unit 57 controls the first special character and advances the first special character from the point where the first special character is defeated by the player character toward the enemy base 312 of the nearest enemy team. ..
  • the special character control unit 57 supplies information indicating that the first special character is located within the range to the scoring unit 70.
  • the special character control unit 57 reduces the HP of the first special character according to the attack. Then, the special character control unit 57 can eliminate the first special character when the HP of the first special character becomes zero. In this case, the special character control unit 57 may also erase the points inherited from the player character by the first special character.
  • the special character control unit 57 refers to the information indicating the determination result received from the character state determination unit 50 when the player character and the second special character play against each other, and the player character and the second special character If the match result of is indicating the victory of the player character, the second special character is made to belong to the team of the player character. Then, the special character control unit 57 controls the second special character and advances the second special character from the point where the second special character is defeated by the player character toward the enemy base 312 of the nearest enemy team. ..
  • the special character control unit 57 may cause the second special character to attack an enemy player character existing within a predetermined range from the second special character. When the second special character enters a predetermined range from the enemy base 312, the special character control unit 57 supplies information indicating that the second special character is located within the range to the scoring unit 70.
  • the special character control unit 57 reduces the HP of the second special character according to the attack. Then, the special character control unit 57 can eliminate the second special character when the HP becomes zero.
  • the experience value giving unit 60 gives an experience value to the player character.
  • the experience value is a value acquired by the player character, and the level is a numerical value determined according to the cumulative total of the given experience values, and is a numerical value representing the rank of the player character.
  • the level of the player character can be raised stepwise.
  • the experience value giving unit 60 assigns a predetermined experience value to the player character based on the information indicating the battle result received from the battle result determination unit 45. That is, the experience value giving unit 60 experiences the player character when the player character wins the battle against the neutral character and / or the special character, and / or when the player character wins the battle against the enemy player character. Give a value.
  • the experience value giving unit 60 may give a higher experience value when the player character wins the enemy player character than the experience value given when the player character wins the neutral character.
  • the experience value giving unit 60 gives a predetermined experience value to the player character based on the passage of the game time, and gives the player character an experience value by supplying points to the enemy base by the player character. And / or when the information from the base control unit 80, which will be described later, indicates the destruction of the enemy base by the player character, a predetermined experience value can be given to the player character.
  • the experience value giving unit 60 can continuously give a predetermined amount of experience points to the player character from the start time to the end time of the game, while the player character is another character, a neutral character, and / or special.
  • the experience value giving unit 60 is the time when the movement to the ally base 302 is completed from the time when the player character is defeated. It is possible not to give experience points to the player character until the time until.
  • the game system 1 can make an item for which an experience value can be acquired by a player character appear at a predetermined position in the play field 300, or by defeating a neutral character.
  • the experience value giving unit 60 gives an experience value to the player character when the player character acquires the item.
  • the experience value giving unit 60 supplies information regarding the experience value given to the player character to the evolution control unit 64.
  • the point grant control unit 62 controls the granting of points possessed by the neutral character associated with the player to the player character based on the determination results of the battle result determination unit 45 and / or the ally character control unit 55. That is, when the player character wins the neutral character in a match against the neutral character, the point giving control unit 62 grants the points possessed by the neutral character to the player character. Further, the point giving control unit 62 gives a predetermined point to the player character even when the player character wins the enemy player character in a battle with the enemy player character.
  • the point giving control unit 62 may give a predetermined point to the player character.
  • the point giving control unit 62 may perform the case where the player character wins the special character from the viewpoint of considering the game balance. It is not necessary to give a predetermined point to the player character.
  • the point giving control unit 62 gives points to the player character
  • the points to be given are added to the points already owned by the player character, and the added points are held by the player character.
  • An upper limit can be set for the points that the player character can possess (for example, an upper limit can be set such that the number of upper limit points is 50 points, 100 points, or the like).
  • the point giving control unit 62 does not give points to the player character even if the player character newly defeats the neutral character. In this case, the point giving control unit 62 may defeat the neutral character anew unless the points held by the scoring unit 70, which will be described later, are reduced to zero or less than the upper limit. Prohibiting the awarding of points to the player character.
  • the point giving control unit 62 may reduce the points possessed by the player character by a predetermined amount. .. Further, the point giving control unit 62 obtains a determination result from the ally character control unit 55 indicating that the ally character on the play field 300 has been defeated in a match against a player character, another neutral character, and / or a special character. If so, the points held by the player character may be reduced by a predetermined amount.
  • the point giving control unit 62 causes the display unit 10 to display the number of points possessed by the player character in the vicinity of the player character and / or in the vicinity of the character storage area.
  • the character state determination unit 50 stores the character. Erase the ally character stored in the area. Further, when the player character and / or the ally character plays against a new neutral character and wins while the ally character is out of the character storage area in the play field 300, the character state determination unit 50 enters the play field 300. Erase the appearing ally character. In these cases, the point granting control unit 62 does not have to reduce the points held by the player character, although the ally character has been erased, and the remaining HP of the ally character at the time of defeating the new neutral character It is not necessary to change the points that the player character can obtain.
  • the evolution control unit 64 evolves the player character based on the experience value given to the player character by the experience value giving unit 60. Specifically, the evolution control unit 64 may evolve the character when the player character reaches a predetermined level and / or when an experience value equal to or higher than a predetermined value is acquired. The evolution control unit 64 may enable the player character to use a predetermined technique according to the evolution of the player character. Further, the evolution control unit 64 may change the content of the technique that can be used by the player character and / or the effect of the technique according to the level of the player character.
  • a predetermined technique can be used for the player character based on the experience value acquired by the player character. Therefore, in the game system 1, unlike the conventional game, the player does not need to purchase items such as weapons using the in-game currency in the game, so that the player character can be smoothly operated without complicated operations. You can strengthen and enjoy the game.
  • the scoring unit 70 sets the points given to the player character as the score of the ally team. Specifically, the scoring unit 70 receives via the input unit 20 when at least one of the player character and the ally character is located within a predetermined range of the enemy base 312 of the enemy team provided in the play field 300. According to a predetermined operation of the player, the points possessed by the player character are converted into the points of the team of the player. In this case, the character state determination unit 50 erases the ally character stored in the character storage area or the ally character appearing in the play field 300 when the scoring unit 70 scores the points of the ally team. ..
  • the scoring unit 70 supplies the supply value corresponding to the score to the enemy base 312 and accumulates the supply value in the enemy base 312.
  • the scoring unit 70 supplies the score of each team to the winning / losing determination unit 85, and supplies the information regarding the supply value accumulated in the enemy base 312 to the base control unit 80.
  • the scoring unit 70 determines in advance when converting the points of the player character into the points of the teammate team (that is, when scoring) and when accumulating the supply value corresponding to the score in the enemy base 312.
  • the scoring and accumulation may be completed when the time has elapsed. That is, the scoring unit 70 can not complete the scoring and the accumulation of the supply value until a predetermined time elapses from the time when the player character enters the predetermined range of the enemy base 312.
  • the scoring unit 70 can score points in one enemy base 312 until the durability value of the one enemy base 312, which will be described later, reaches the upper limit. It should be noted that the scoring unit 70 does not start the lapse of time for a predetermined time only when the player character enters the predetermined range of the enemy base 312, but starts the lapse of time after the player performs the scoring operation. May be good.
  • the scoring unit 70 is required to complete the scoring and the accumulation of the supply value.
  • the predetermined time may be shortened.
  • the player character belonging to the ally team that exists within the predetermined range from this special character and also exists within the predetermined range of the enemy base 312 will be possessed when the shortened predetermined time has elapsed. It is possible to score the points and supply the supply value according to the score obtained by scoring to the enemy base 312.
  • the scoring unit 70 receives information from the special character control unit 57 indicating that the first special character is located within a predetermined range from the enemy base 312, at least the point taken over by the first special character. Can be set as the score of the ally team, and the supply value corresponding to the score can be supplied to the enemy base 312 to accumulate the supply value in the enemy base 312. Further, when the scoring unit 70 receives information from the special character control unit 57 indicating that the second special character is located within a predetermined range from the enemy base 312, the scoring unit 70 takes the points of the second special character as an ally. It is possible to make the score of the team and supply the supply value according to the score to the enemy base 312 to accumulate the supply value in the enemy base 312.
  • the scoring unit 70 limits the generation of the effect of the ally character when the points possessed by the player character are used as the points of the ally team of the player character. For example, the scoring unit 70 erases the ally character stored in the character storage area or the ally character appearing in the play field 300. Here, the ally character may be erased immediately after scoring, or the ally character may be erased after a predetermined time has elapsed after scoring. The scoring unit 70 may change the status of the ally character without erasing it. For example, the scoring unit 70 may reduce the HP, attack power, defense power, and the like of the ally character as the points are scored.
  • the scoring unit 70 may eliminate the effect of the teammate character generated in the predetermined area of the play field 300.
  • Base control unit 80 First, predetermined durability values are set for each base, that is, a friendly base and an enemy base. When there are multiple bases, the durability values of each base may be the same or different. However, from the viewpoint of improving the strategic nature of the game, when there are a plurality of bases, it is possible to set an upper limit on the durability value of each base and make the durability value of each base different. For example, when there are a plurality of enemy bases 312 in the play field 300, the closer to the friendly base 302, the lower the durability value of the enemy base 312 can be set, and the farther away from the friendly base 302, the higher the durability value of the enemy base 312 is set. can.
  • the base control unit 80 stops the function of the enemy base.
  • the base control unit 80 also controls the ally base 310 in the same manner.
  • the base control unit 80 supplies information indicating the control result to the experience value giving unit 60 and the winning / losing determination unit 85.
  • the base control unit 80 When there are a plurality of bases, the base control unit 80 functions from the base near the base of the team to which the player character belongs (friendly base 302 for a friendly team, enemy base 304 for an enemy team). Make it stoptable. For example, if the player character is a player character of an ally team and a plurality of enemy bases 312 are spaced apart from the side close to the ally base 302 toward the enemy base 304, the base control unit 80 is assigned to the ally base 302.
  • the base control unit 80 has a player character of the team to which the base belongs within a predetermined range from the predetermined base (for example, a player character of the ally team or a ally player character exists within a predetermined range from the ally base). ), It is possible to generate an effect that is advantageous to the player character.
  • the advantageous effect is, for example, to gradually recover the HP of the player character of the teammate team within a predetermined range from the teammate base over time, and to improve the attack power, defense power, etc. for a certain period of time and a certain percentage. It may be something like that.
  • the base control unit 80 once enters the player character of the team to which the base belongs within the predetermined range from the base, and even if the player character goes out of the predetermined range, the base control unit 80 takes a predetermined time. The beneficial effect may continue to occur.
  • the base control unit 80 has a player character of the other team and / or an ally character of the player character within a predetermined range from the base of one team, the base control unit 80 has entered the range.
  • the base may be made to perform an attack on a teammate character of the player character.
  • the base control unit 80 does not have to make the base attack the character.
  • the winning / losing determination unit 85 ends the game when a predetermined game time has elapsed, and determines the winning / losing of the game based on the score of each team at the end.
  • the winning / losing determination unit 85 determines the winning / losing of the game based on the information received from the scoring unit 70 and / or the information received from the base control unit 80. That is, the winning / losing determination unit 85 is not the points owned by each character, but the total of the points obtained by scoring the points based on the player's instruction and the points obtained by scoring the points based on the action of the special character.
  • the victory or defeat of the game is decided based on the score of.
  • the victory / defeat determination unit 85 compares the scores of each team and determines the team with the highest score as the winning team.
  • the winning / losing determination unit 85 causes the display unit 10 to display the winning / losing of each team together with the score of each team.
  • a plurality of bases of each team are provided at intervals. That is, each of the plurality of bases of the ally team (friend base) and the plurality of bases of the enemy team (enemy base) are provided at predetermined intervals. Then, when the restriction generation unit 87 invades between one base and another base next to one base, a player character of a team different from the team to which these bases belong and an ally character of the player character intrudes. Restrict the movement of the player character and the ally character.
  • the limitation is, for example, a limitation of slowing down the movement speed, an effect of reducing HP, and the like.
  • the restriction generation unit 87 causes the player character and / or the ally character.
  • the movement speed of the ally character can be slowed down.
  • the restriction generation unit 87 may display a situation in which movement is restricted on the display unit 10.
  • the restriction generation unit 87 may represent a situation in which movement is restricted by superimposing a predetermined mark, pattern, or the like around the player character and / or the ally character whose movement is restricted.
  • the restriction generation unit 87 is at least one of one base or another base when a predetermined restriction is applied between one base and another base located next to the one base.
  • the restriction generation unit 87 is a function of another base located next to the one base, provided that the function of one base of the other team on the side closer to the home of one team is stopped. It can also be stopped. That is, when the restriction generation unit 87 has a plurality of bases (for example, an enemy base), the function of the enemy base on the side closer to the base of the ally is stopped (that is, the player character of the ally moves to this enemy base). (After destroying) makes it possible to stop the function of the enemy base next to the friendly base (that is, the friendly player character can destroy this enemy base).
  • time limit control unit 90 In the game system 1, the time limit for executing the game is set in advance. Further, the play field 300 may be provided with an extension base capable of extending the time limit, or may appear after a predetermined time has elapsed from the start of the game. Then, the time limit control unit 90 limits when one or more player characters belonging to the teammate team exist within a predetermined range from the extension base for a predetermined time (hereinafter, may be referred to as "extendable time"). Extend the time by a predetermined time.
  • the extension base may be destructible by being attacked by the opponent's player character and inflicting predetermined damage.
  • the time limit control unit 90 has one or more player characters belonging to the ally team within a predetermined range from the extension base, the enemy player character attacks the one or more player characters of the ally team. May be added to reset the extendable time count or extend the extendable time itself.
  • FIG. 5 shows an outline of an example such as a movement instruction to a player character by an input unit in the game system according to the present embodiment.
  • the player can operate the player character 400 in the play field 300, which is a virtual space, by using the information terminal 3 provided with the touch panel.
  • the game system 1 displays the movement instruction input area 212 that receives the movement instruction to the player character 400 on the display unit 10 so as to be perceptible to the player.
  • the movement instruction input area 212 has a direction display area 214 indicating the movement direction of the player character 400, and a direction instruction unit 216 for receiving the movement direction of the player character 400 and the movement instruction from the player.
  • the display control unit 15 causes the direction display area 214 to be displayed in a predetermined area of the display unit 10. Then, when the input unit 20 does not receive or receives a movement instruction for the player character 400 from the player, the display control unit 15 directs the display unit 10 to a predetermined position (for example, the center) of the direction display area 214. Display the indicator 216.
  • the input unit 20 receives a movement instruction from the player to the player character 400, for example, the player's finger comes into contact with the vicinity of the direction display area 214 of the touch panel, and the movement direction and movement instruction of the player character 400 by the player's finger ( For example, when a movement instruction by sliding a finger in a predetermined direction is received, a contact position (hereinafter, a position where a finger not touching the touch panel touches the touch panel is referred to as an "initial position". ) Displays the direction indicating unit 216.
  • the direction indicating unit 216 is displayed in an area that can be superimposed and displayed on the direction display area 214.
  • the input unit 20 refers to the current position of the finger on the touch panel (hereinafter, the position where the finger is currently in contact with the touch panel is referred to as the “current position”, but at this stage, it is referred to as “current position”. It is assumed that the finger is not substantially separated from the touch panel from the "initial position” to the "current position”), and the display unit 10 detects the current position from the initial position based on the detection by the input unit 20.
  • the display unit 10 displays a state in which the direction indicating unit 216 is moved to a predetermined position around the direction display area 214, which is a position corresponding to the direction toward. In the example of FIG.
  • the movement instruction of the player character 400 is input in the upper left direction of the play field 300. Then, the character motion control unit 30 moves the player character 400 based on the instruction received by the input unit 20. In the example of FIG. 5, the player character 400 moves in the upper left direction.
  • the direction indicating unit 216 may be moved and displayed along the inside and the periphery of the direction display area 214. Then, the input control unit 210 may erase the display of the direction instruction unit 216 when the touch of the finger to the touch panel is lost. When the finger next touches the vicinity of the direction display area 214, the input control unit 210 repeats the same control as described above. Further, although the input control unit 210 receives the player's instruction via the touch panel in the above example, the input control unit 210 can also receive the player's instruction via another input unit 20 such as a mouse or a keyboard. ..
  • the display unit 10 displays an attack instruction area 600 in which the player character 400 receives an attack instruction against a target character such as a neutral character or an enemy player character, and a technique generation area 602 in which a predetermined technique generation instruction is received. ..
  • the input control unit 210 receives instructions from the player for the attack instruction area 600 and the technique generation area 602, and supplies the received instructions to the battle control unit 40.
  • the battle control unit 40 controls the battle between the player character 400 and the target character based on the received instruction. If the player character 400 is not permitted to use the predetermined technique, a mark indicating that the technique cannot be used is displayed in the technique generation area 602, and the technique is acquired, leveled up, evolved, or the like. When the use of is permitted, a mark indicating a usable technique is displayed in the technique generation area 602.
  • the display unit 10 displays the overall view 318, which is a reduced map of the entire play field 300, the character storage area 320, the storage character display 322 that displays the ally characters stored in the character storage area 320, and the score of the ally team.
  • the ally team score 500, the enemy team score 502 indicating the score of the enemy team, the remaining game time 504 indicating the remaining time of the game time, and the player score 506 indicating the player's own score can be displayed in a predetermined area.
  • the positions of the ally player character, the enemy player character, the neutral character, and / or the special character may be displayed in real time, and for the ally player character and the enemy player character, the points possessed by each character are displayed.
  • the display unit 10 responds to a player's instruction received via the input unit 20, and makes the player character 400 a friendly home 302 regardless of the position of the player character 400 in the play field 300 at the time of the instruction. It is also possible to display a return instruction area 700 that can be returned to the camera over a predetermined time.
  • FIG. 6 to 8 show an outline of a battle between a player character and a neutral character in the game system according to the present embodiment. Specifically, FIG. 6 shows an outline of the state at the start of the attack, FIG. 7 shows an outline of the state immediately after the victory of the player character 400, and FIG. 8 shows an outline of the point display.
  • the battle control unit 40 uses the player character. Allows 400 to attack neutral characters. Then, when the battle control unit 40 receives an attack instruction from the player to the neutral character 410 via the input unit 20, the battle control unit 40 starts a battle between the player character 400 and the neutral character 410. For example, when the input unit 20 receives a player's instruction to the attack instruction area 600, the battle control unit 40 attacks the neutral character 410 against the player character 400 (for example, a normal attack that can be used by the player character 400 from the beginning of the game). ) Is executed.
  • the display unit 10 can display the status 510 of the player character 400 in the vicinity of the player character 400 and the status 411 of the neutral character 410 in the vicinity of the neutral character 410.
  • the status displays, for example, the level, HP, and possession points of each character.
  • the status has a rectangular part indicating the HP by the length of the horizontal bar, and the level of the character is displayed numerically at the left end of the rectangular part, and the level display area has a substantially rectangular shape, and the right end of the rectangular part. It has a hexagonal point display area indicating the points possessed by the character.
  • the status 510 indicates that the level of the player character 400 is "1", the HP is full, and the possession points are zero, and the status 411 indicates that the level of the neutral character 410 is "1". , Which indicates that the HP is full and the possession point is "1".
  • the battle control unit 40 causes the display unit 10 to display the status 510 and the status 411 (for example, the status of decrease in HP) that change according to the battle between the player character 400 and the neutral character 410. Then, for example, when the HP of the neutral character 410 becomes zero due to the attack by the player character 400, the battle result determination unit 45 determines that the player character 400 has won the neutral character 410. Next, the character state determination unit 50 associates the neutral character 410 with the player of the player character 400 based on the determination result of the battle result determination unit 45. As a result, the player has acquired the neutral character 410.
  • the status 510 and the status 411 for example, the status of decrease in HP
  • the battle result determination unit 45 determines that the player character 400 has won the neutral character 410.
  • the character state determination unit 50 associates the neutral character 410 with the player of the player character 400 based on the determination result of the battle result determination unit 45. As a result, the player has acquired the neutral character 410.
  • the character state determination unit 50 erases the display of the neutral character 410 from the play field 300 and stores the neutral character 410 defeated in the character storage area 320 for the player as a ally character.
  • the display unit 10 displays a ball-shaped character storage area 320 at a predetermined position, and displays a ally character stored in the character storage area 320 at or near the position in contact with the character storage area 320.
  • Display 322 is displayed.
  • the neutral character 410 since the neutral character 410 has become a ally character, it can be understood by referring to the stored character display 322 that the neutral character 410 is stored as a ally character in the character storage area 320.
  • the stored character display 322 displays, for example, an image of a ally character, but may display the name of the ally character. Further, in this case, in order to make it easy for the player to understand that the player character 400 has acquired the neutral character 410, the display unit 10 sets the effect display 800 indicating the acquisition of the neutral character and the acquisition of points / experience points at a predetermined position. It may be displayed.
  • the ally character control unit 55 may repeat the appearance of the ally character from the character storage area 320 to the play field 300 and the storage of the ally character in the character storage area 320 by the ally character control unit 55, provided that a predetermined time has elapsed. May be good. That is, it is possible to prohibit the ally character from appearing in the play field 300 until a predetermined time elapses after the ally character is stored in the character storage area 320.
  • the display unit 10 may superimpose the elapse of the predetermined time on the character storage area 320 and display it perceptually to the player. For example, the display unit 10 counts down the time until the ally character control unit 55 can control the appearance of the ally character in the play field 300 and the storage in the character storage area 320. After the countdown display 324 ends, the ally character control unit 55 makes the ally character stored in the character storage area 320 appear in the play field 300 in response to an instruction from the player.
  • the point grant control unit 62 grants the points possessed by the neutral character 410 to the player character 400.
  • the point grant control unit 62 updates the point display area of the status 510 of the player character 400, and causes the display unit 10 to display that the player character has acquired points.
  • the points owned by the neutral character 410 are "1”
  • the points acquired by the player character are also "1”
  • the points owned by the player character before the acquisition of these points are "0". Therefore, "1" is displayed in the point display area of the status 510.
  • the point grant control unit 62 can also display the points acquired by the player character as the point display 512 in the vicinity of the character storage area 320.
  • the point granting control unit 62 is predetermined until the ally character control unit 55 enables the appearance of the ally character from the character storage area 320 to the play field 300 and the storage of the ally character in the character storage area 320 repeatedly.
  • the display of the point display 512 is changed to the display of the points that the player character had before defeating the neutral character 410 and acquiring points.
  • the point display 512 is also zero. Is. If the player character 400 has a predetermined number of points before defeating the neutral character 410, the predetermined number is displayed on the point display 512.
  • the point giving control unit 62 is predetermined until the ally character control unit 55 can repeat the appearance of the ally character from the character storage area 320 to the play field 300 and the storage of the ally character in the character storage area 320.
  • the time has elapsed in this case, the countdown display described above is erased
  • the point display 512 is displayed according to the points possessed by the neutral character 410 defeated by the player character 400.
  • the point display 514 shown in FIG. 8 is updated to "1". As a result, "1" is also displayed on the point display 514.
  • the experience value giving unit 60 grants a predetermined experience value to the player character 400.
  • the experience value giving unit 60 displays the level of the player character 400, which is determined according to the cumulative total of the experience values acquired by the player character 400, in the level display area of the status 510.
  • FIG. 9 to 10 show an outline of how the player character and the ally character fight together in the game system according to the present embodiment. Specifically, FIG. 9 shows an example of a state in which the ally character is stored in the character storage area 320, and FIG. 10 shows an example of a state in which the ally character appears in the play field 300.
  • the player character 402 is playing against the enemy player character 420 while the ally character of the player character 402 is stored in the character storage area 320.
  • the stored character display 322 makes it possible to grasp the ally character stored in the character storage area 320.
  • the battle control unit 40 controls the battle between the player character 402 and the enemy player character 420.
  • the battle control unit 40 causes the display unit 10 to display the status 510 of the player character 402 and the status 511 of the enemy player character 420, which change according to the battle between the player character 402 and the enemy player character 420.
  • the status 510 is displayed in the vicinity of the player character 402, and the status 511 is displayed in the vicinity of the enemy player character 420.
  • the battle control unit 40 enables the player character 402 to attack the enemy player character 420. Then, when the battle control unit 40 receives an attack instruction from the player to the enemy player character 420 via the input unit 20, the battle control unit 40 starts a battle between the player character 402 and the enemy player character 420. For example, when the input unit 20 receives the player's instruction to the attack instruction area 600, the battle control unit 40 causes the player character 402 to execute an attack on the enemy player character 420, and inputs the player's instruction to the technique generation area 602. When 20 is accepted, the player character 402 is made to perform an attack by a technique against the enemy player character 420. When the player causes the player character 402 to perform an attack by the technique via the technique generation area 602, the battle control unit 40 prohibits the player character 402 from executing the technique again until a predetermined time has elapsed from the execution of the technique. You may.
  • the ally character control unit 55 plays the ally character 412 stored in the character storage area 320 based on an instruction from the player to make the ally character 412 appear in the play field 300. Make it appear in 300.
  • the "stored ally character” refers to a ally character 412 that can appear in the play field 300 at an arbitrary timing according to a player's instruction.
  • the stored character display 322 displays the ally character 412 appearing in the play field 300.
  • the ally character control unit 55 sets the character storage area 320 in response to a player's instruction (for example, an instruction by the player by tapping the character storage area 320) to the character storage area 320 received via the input unit 20.
  • the stored ally character 412 is made to appear in the play field 300. Then, the ally character control unit 55 controls the appearing ally character 412 so as to automatically follow and move the player character 402 around the player character 402. Further, the ally character control unit 55 automatically executes an attack on the enemy player character 420 existing within a predetermined range from the ally character 412. In the example of FIG. 10, the ally character 412 is controlled by the ally character control unit 55 and executes an attack on the enemy player character 420. Further, the ally character control unit 55 re-stores the ally character 412 appearing in the play field 300 in the character storage area 320 in response to the player's re-instruction to the character storage area 320 received via the input unit 20.
  • the ally character control unit 55 can also display the display icon of the character storage area 320 to indicate the situation where the ally character 412 is outside.
  • the character storage area 320 is represented by a ball-shaped display icon
  • the ball is shown in a closed state as shown in FIG. 9, and the ally character appears in the play field 300.
  • it can be shown that the ball is open as shown in FIG.
  • the experience value giving unit 60 gives a predetermined amount of experience value to the player character 402.
  • the ally character control unit 55 erases the ally character 412 from the play field 300 when the ally character 412 is defeated by an attack from the enemy player character 420.
  • the point giving control unit 62 acquires a determination result indicating that the ally character 412 has been defeated from the ally character control unit 55, and reduces the points possessed by the player character by a predetermined amount.
  • the method of collaborating with the ally character 412 is not limited to the above example, and can be realized by various methods.
  • the movement of the ally character 412 and the attack on the enemy player character 420 by the ally character 412 are not automatically executed, but may be executed based on the operation instruction of the player.
  • the ally character 412 in response to a player's instruction to the character storage area 320 received via the input unit 20, the ally character 412 does not appear in the play field 300, and a technique or item associated with the ally character 412 in a predetermined range of the play field 300.
  • a predetermined game effect such as may be generated.
  • the ally character control unit 55 limits the use of techniques and items associated with the ally character 412 when the player character is defeated by an attack from the enemy player character 420. Can be done.
  • Example of scoring points 11 and 12 show an outline of an example of scoring points in the game system according to the present embodiment. Specifically, FIG. 11 shows an example of the state before the points of the player character 402 are scored, and FIG. 12 shows an example of the state after the points of the player character 402 are scored.
  • the scoring unit 70 can use the points as the points of the team to which the player of the player character 402 belongs under predetermined conditions.
  • 11 and 12 show an example in which a score is given to the team (allied team) of the player character 402.
  • the ally team score 500 is "162 points” and the enemy team score 502 is "190 points”, and it is acquired by the time when the individual player reaches the state shown in FIG. It is shown in the player score 506 that the scored points are "67 points”.
  • the remaining game time 504 is also displayed (in FIG. 11, an example in which the remaining time is 30 seconds is shown).
  • the player character 402 has a predetermined point.
  • the points possessed by the player character 402 are displayed in the point display area of the status 510 of the player character 402 and the point display 514 displayed in the vicinity of the character storage area 320 (in the example of FIG. 11, the player character 402 is "46".
  • the level of the player character 402 is displayed in the level display area, and is the level “14”).
  • the player character 402 when the player character 402 enters a predetermined range from the enemy base 312 (hereinafter, may be referred to as an "enemy base area"), the player responds to the player's scoring instruction received via the input unit 20.
  • the points possessed by the character 402 are used as the points of the team.
  • the enemy base 312 has, for example, a substantially circular region.
  • the scoring unit 70 can display the character storage area 320 so that it can be scored. In the example of FIG. 11, an arrow figure is added to the ball shape displayed in the character storage area 320, and the text “goal” is displayed.
  • the scoring unit 70 executes the scoring process. Specifically, the scoring unit 70 does not score points until a predetermined time elapses from the time when the player gives an instruction to score the character storage area 320, and when the predetermined time elapses, the points are scored. Perform scoring. That is, the scoring unit 70 executes the countdown process until scoring.
  • the scoring unit 70 executes the countdown process until scoring.
  • the countdown process by the scoring unit 70 may be reset. ..
  • the scoring unit 70 sets the points possessed by the player character 402 as the points of the teammates.
  • the “46” points possessed by the player character 402 are converted into points (scored) and added to the points of the teammates.
  • the scoring unit 70 sets the points possessed by the player character 402 to zero and displays that fact. For example, the display of the point display area of the status 510 of the player character 402 is set to "0", and the point display 514 displayed in the vicinity of the character storage area 320 is erased.
  • the scoring unit 70 scores points and adds them to the scores of the teammates, and then updates and displays the display of the scores of the teammates and the display of the individual score of the player.
  • the ally team score 500 is "254 points”
  • the player score 506, which is the individual score of the player, is "159 points”.
  • the scoring unit 70 may display a display 802 indicating that the scoring has been successful at a predetermined position of the display unit 10 (for example, "goal success! Or the like). The text display can be displayed.).
  • the scoring unit 70 may make corrections to the points that each team can obtain when the remaining time of the game is less than or equal to a predetermined time. For example, in the example of FIG. 12, the scoring unit 70 sets the score that each team can obtain to "double" when the remaining time of the game becomes a predetermined time or less. Therefore, although the points possessed by the player in the examples of FIGS. 11 and 12 were “46", the score of the teammate team became "254 points” instead of "208 points” due to the scoring. The score obtained by the individual player is not “46 points” but "92 points" (therefore, the score of the individual player after scoring is "159 points").
  • the scoring unit 70 scores the points possessed by the player without making corrections and adds them to the scores of the team and the individual player (for example, FIG. 11 and FIG. 11 and).
  • the point "46" possessed by the player is regarded as "46 points”, and "46 points" is added to the score "162 points" of the teammate team. To "208 points”, add to the player's individual score "67 points" to make "113 points").
  • the scoring unit 70 supplies the supply value according to the score obtained by scoring the points to the enemy base 312. Then, the scoring unit 70 accumulates the supply value in the enemy base 312.
  • the supply value may be the same as the score value.
  • the base control unit 80 stops the function of the enemy base 312 when the total value of the supply values accumulated in the enemy base 312 by the scoring unit 70 becomes equal to or more than the durability value predetermined in the enemy base 312. After the function of the enemy base 312 is stopped, points cannot be supplied to the enemy base 312 to score points, and the supply value cannot be accumulated. Therefore, the player of the ally team aims at the other enemy base 312, points are scored, and the supply value is accumulated / stopped functioning at the other enemy base 312.
  • a plurality of enemy bases 312 are arranged from the side close to the ally base 302 toward the enemy base 304, and the durability value of the enemy base 312 is set higher as the distance from the side closer to the ally base 302 increases.
  • the amount of points scored at the enemy base 312 on the far side is set larger than the amount of points scored at the enemy base 312 on the side closer to the ally home base 302.
  • the players of the ally team can improve the level by accumulating experience points on their own player characters while executing the game on the side close to the ally base 302 at the beginning of the game, and score more points from the middle to the end of the game. Aiming to acquire, it is possible to make one's own player character possess a lot of points and aim to score points at the enemy base 312 on the side closer to the enemy base 304.
  • Example of the first special character show an outline of an example of the first special character in the game system according to the present embodiment. Specifically, FIG. 13 shows an example of a battle between the player character 402 and the first special character 414, and FIG. 14 shows an example in which the first special character 414 belongs to an ally team.
  • the appearance control unit 35 causes the first special character 414 to appear at two predetermined locations in the play field 300 at the same time. For example, when the play field 300 has a substantially elliptical shape and the lane 306 is provided along the vicinity of the outer circumference, the appearance control unit 35 is located near the intersection of the short axis of the ellipse and the lane 306. Each of the first special characters 414 is made to appear. This makes it possible to equalize the chances of encountering the first special character 414 for the ally player character of the ally team and the enemy player character of the enemy team.
  • the battle control unit 40 causes the player. Allows the character 402 to attack the first special character 414. Then, when the battle control unit 40 receives an attack instruction from the player to the first special character 414 via the input unit 20, the battle control unit 40 starts a battle between the player character 402 and the first special character 414.
  • the battle control unit 40 changes the status 510 of the player character 402 and the status 415 of the first special character 414 (for example, the status of decrease of HP), which changes according to the battle between the player character 402 and the first special character 414. Etc.) are displayed on the display unit 10.
  • the status 415 of the first special character 414 is displayed in the vicinity of the first special character 414.
  • the status 510 of the player character 402 indicates that the level of the player character 402 is "7" and that the player character already has "12" points (similarly).
  • the point display 514 displayed in the vicinity of the character storage area 320 also indicates that the player character has "12" points.
  • the battle result determination unit 45 determines that the player character 402 has won the first special character 414.
  • the character state determination unit 50 associates the first special character 414 with the team (ally team) to which the player of the player character 402 belongs, based on the determination result of the battle result determination unit 45.
  • the character ID of the first special character 414 is associated with the team ID or the player ID. As a result, the first special character 414 belongs to the ally team.
  • the battle result determination unit 45 will perform the first The character that made the last attack to make the HP of the special character 414 of 1 zero (that is, the character that made the "last hit") may be determined as the winning character.
  • the character state determination unit 50 assigns the first special character 414 to the team to which the winning character belongs.
  • the special character control unit 57 transfers the points possessed by the player character 402 to the first special character 414. That is, the special character control unit 57 hands over the points possessed by the player character 402, which is the winning character, to the first special character 414, and adds the points uniquely possessed by the first special character 414 to the predetermined points.
  • the added points are the points possessed by the first special character 414.
  • the "12" points possessed by the player character 402 are handed over to the first special character 414, and the points "14" added to the points "2" previously possessed by the first special character 414 are added. ,
  • the first special character 414 will have.
  • the special character control unit 57 displays the points of the first special character 414 in the vicinity of the first special character 414 (point display 516). Further, when the special character control unit 57 takes over the points possessed by the player character 402 to the first special character 414, the point display of the status 510 is set to zero and displayed in the vicinity of the character storage area 320. The point display 514 is erased. In this case, the special character control unit 57 also erases the ally character stored in the character storage area 320 and the ally character appearing in the play field from the character storage area 320.
  • the special character control unit 57 controls the first special character 414 and advances the first special character 414 toward the nearest enemy base 312 from the point where the first special character 414 belongs to the ally team.
  • the special character control unit 57 is within a predetermined range (hereinafter referred to as “effect range 430”) centered on the first special character 414, which is the character (player character and / or ally character) of the ally team. If is present, the movement speed of the first special character 414 may be increased.
  • the special character control unit 57 may change the status of the character of the ally team when the character of the ally team exists in the effect range 430. For example, the special character control unit 57 may gradually recover the HP of the characters of the teammates within the effect range 430.
  • the scoring unit 70 automatically sets the points possessed by the first special character 414 into the points of the ally team.
  • the supply value corresponding to the score is supplied to the enemy base 312, the supply value is accumulated in the enemy base 312, and the first special character 414 is erased.
  • the base control unit 80 may invalidate the generation of an advantageous effect given to the character of the enemy team (enemy player character and / or ally character of the enemy player character) by the enemy base 312 for a certain period of time.
  • the first special character 414 may be defeated by an attack by an enemy player character and / or an ally character of the enemy player character.
  • the special character control unit 57 does not have to make the first special character 414 attack the enemy player character and / or the ally character of the enemy player character. Then, when the first special character 414 is defeated, the points possessed by the first special character 414 are erased, and the first special character 414 is also erased from the play field 300. Therefore, when the first special character 414 is assigned to the ally team, the player of the ally team has an incentive to operate his / her own player character to protect the first special character 414, and the player of the enemy team has an incentive to protect the first special character 414. There is an incentive to operate its own player character to attack the first special character 414.
  • FIG. 15 shows an outline of an example of a second special character in the game system according to the present embodiment.
  • the appearance control unit 35 causes the second special character 416 to appear at a predetermined place in the play field 300.
  • the appearance control unit 35 causes the second special character 416 to appear in the central portion 316 of the play field 300. This makes it possible to equalize the chances of encountering the second special character 416 for the ally player character of the ally team and the enemy player character of the enemy team.
  • the second special character 416 has a predetermined point in advance.
  • the example of FIG. 15 shows an example having "30" points.
  • the battle control unit 40 determines the second special character 416 by the player character. Allows attacks on. Then, when the battle control unit 40 receives an attack instruction to the second special character 416 by the player via the input unit 20, the battle control unit 40 starts a battle between the player character and the second special character 416.
  • the battle control unit 40 causes the display unit 10 to display the status of the player character and the status of the second special character 416 in the same manner as in the battle between the player character 402 and the first special character 414.
  • the battle result determination unit 45 states that the player character 400 has won the second special character 416. judge.
  • the character state determination unit 50 associates the second special character 416 with the team (ally team) to which the player of the player character 400 belongs, based on the determination result of the battle result determination unit 45. As a result, the second special character 416 belongs to the ally team.
  • the character that has "last hit” may be determined as the winning character, as in the case of the first special character 414.
  • the character state determination unit 50 assigns the second special character 416 to the team to which the winning character belongs.
  • the special character control unit 57 displays the points previously assigned to the second special character 416 in the vicinity of the second special character 416 (point display 518).
  • the special character control unit 57 controls the second special character 416 to move the second special character 416 toward the enemy base 312 closest to the point where the second special character 416 belongs to the ally team. Let it go.
  • the special character control unit 57 is within a predetermined range centered on the second special character 416 (hereinafter, referred to as “effect range 432”) of the character (player character and / or ally character) of the ally team. If is present, the movement speed of the second special character 416 may be increased. Further, the special character control unit 57 may change the status of the character of the ally team when the character of the ally team exists in the effect range 432.
  • the special character control unit 57 may gradually recover the HP of the characters of the teammates within the effect range 432.
  • the player character 400 and the player character 404 belonging to the ally team exist within the effect range 432, and an advantageous effect is generated for these player characters.
  • a character of a type different from that of the second special character 416 can be a third special character, a fourth special character, or the like.
  • the special character control unit 57 may generate a different advantageous effect for the character of the ally team existing in the effect range 432 depending on the type of the special character.
  • the scoring unit 70 determines the points possessed by the second special character 416 according to the passage of time of the team. It is automatically converted into a score, and the supply value corresponding to the score is supplied to the enemy base 312 to accumulate the supply value in the enemy base 312. That is, the scoring unit 70 scores a predetermined amount for each predetermined time elapse for the points possessed by the second special character 416, and sets the supply value to be supplied to the enemy base 312 ( For example, 1 point per second is scored and supplied.) When all the points of the second special character 416 are scored, the special character control unit 57 erases the second special character 416 from the play field 300.
  • the base control unit 80 first stops the function of the enemy base 312. Then, the special character control unit 57 advances the second special character 416 toward the other enemy base 312 closest to the stopped enemy base 312, and controls the second special character 416 in the same manner as described above.
  • the special character control unit 57 advances the second special character 416 toward the next enemy base 312. The special character control unit 57 executes the same process until the point of the second special character 416 becomes zero.
  • the second special character 416 may be defeated by an attack by an enemy player character and / or an ally character of the enemy player character.
  • the special character control unit 57 may attack the enemy player character and / or the ally character of the enemy player character while moving the second special character 416. Then, when the second special character 416 is defeated, the points possessed by the second special character 416 are erased, and the second special character 416 is also erased from the play field 300. Therefore, when the second special character 416 belongs to the ally team, the player of the ally team has an incentive to operate his / her own player character to protect the second special character 416, and the player of the enemy team has an incentive to protect the second special character 416. There is an incentive to operate its own player character to attack the second special character 416.
  • FIG. 16 shows an outline of the function of the restriction generation unit in the game system according to the present embodiment.
  • the player character 400 of the ally team goes beyond the enemy base 312 that has not stopped functioning toward the enemy base 312 next to the enemy base 312 provided along the lane 306.
  • the restriction generation unit 87 slows down the movement speed of the player character 400 when the player character 400 invades between one enemy base 312 and another enemy base 312 next to one enemy base 312.
  • the restriction generation unit 87 causes the display unit 10 to display the restriction area 900, which is an area in which the movement speed of the player character of the teammate team is restricted.
  • the restricted area 900 is an area where movement is restricted in the lane 306 between one enemy base 312 and another enemy base 312 next to one enemy base 312, and is displayed perceptually by the player. ..
  • the restricted area 900 seems to be superimposed and displayed on the lane 306 as an example.
  • the restriction generation unit 87 can also add a predetermined color to the pattern, blink the pattern, or the like.
  • the restriction generation unit 87 may display a predetermined pattern around the player character 400 existing in the restriction area 900.
  • a plurality of areas are displayed by dotted lines, but the plurality of areas shown by the dotted lines and the combined area between the areas are the restricted areas 900 (that is, one enemy base 312).
  • the entire lane 306 between and the other enemy base 312 next to it is the restricted area 900).
  • the restriction generation unit 87 limits the movement speed between one enemy base 312 and another enemy base 312 located next to one enemy base 312, and the restriction generation unit 87 of one enemy base 312.
  • the restriction on the moving speed is released and the display of the restricted area 900 is erased. This allows the player character of the team to move at normal speed.
  • the appearance control unit 35 may change the appearance timing and / or appearance place of the predetermined neutral character in the play field 300 according to the battle situation between the ally team and the enemy team.
  • the predetermined neutral character for example, when the predetermined neutral character is defeated, a neutral character having an effect of reducing the score of the opponent team that is hostile to the team to which the player character who defeated the predetermined neutral character belongs is used. Can be mentioned.
  • the predetermined neutral character may have a predetermined point like other neutral characters, and the predetermined point is given to the player character who defeated the predetermined neutral character.
  • the appearance control unit 35 changes the appearance location of the predetermined neutral character according to the difference between the score of the ally team and the score of the enemy team (hereinafter referred to as "score difference"). For example, when the score difference is positive (that is, when the score of the ally team is higher than that of the enemy team), the appearance control unit 35 shifts the appearance place of the predetermined neutral character to the ally base 302 side by a predetermined distance, and the score difference. If is negative, the place where the predetermined neutral character appears can be shifted to the enemy base 304 side by a predetermined distance.
  • the appearance control unit 35 causes the predetermined neutral character to appear at an intermediate point between the ally base 302 and the enemy base 304.
  • the score difference is equal to or less than a predetermined value (for example, when the score of the ally team is "10 points" and the score of the enemy team is "1 point")
  • the appearance control unit 35 is the appearance position of the predetermined neutral character. Is shifted to the ally base 302 side by the distance according to the score difference (for example, the appearance position is shifted to the ally base 302 side by a distance of 10% of the straight line distance from the ally base 302 to the enemy base 304).
  • the appearance control unit 35 is the appearance position of the predetermined neutral character. Is shifted to the ally base 302 side by the distance according to the score difference (for example, the appearance position is shifted to the ally base 302 side by the distance of 90% of the straight line distance from the ally base 302 to the enemy base 304). That is, the appearance control unit 35 can increase the distance to shift the appearance position as the score difference increases.
  • the player character belonging to the team with the smaller number of points obtained has an opportunity to defeat the predetermined neutral character on the side closer to the base of the other team, and an opportunity to quickly score points (that is, points).
  • the time it takes for the player character to reach the opponent's base and score points can be shortened).
  • the player character when the player character defeats the neutral character, the player character acquires the points possessed by the neutral character.
  • the neutral character may have a predetermined item. In this case, when the player character defeats the neutral character, this predetermined item is acquired. Then, the player character may provide the predetermined item to the opponent's base, and may give a score to the team to which the player character belongs based on the provided item.
  • the character motion control unit 30 controls the movement of the player character in the play field 300 in response to a player's instruction received via the input unit 20 (step 10).
  • the step is referred to as "S").
  • the player character moves in the lane 306 of the play field 300, the neutral region 314, the central portion 316, and the like.
  • a neutral character, a special character, or an enemy player character hereinafter referred to as "target character” within a virtual circular area (hereinafter referred to as "attackable range”) having a predetermined radius centered on the player character.
  • the battle control unit 40 determines whether or not there is an attack instruction from the player received via the input unit 20 (S14). ). On the other hand, when the target character does not exist within the attackable range (No in S12), the character motion control unit 30 continues to control the movement of the player character (S10). Further, even when the battle control unit 40 does not receive an attack instruction from the player via the input unit 20 (No in S14), the character motion control unit 30 continues to control the movement of the player character (S10).
  • the battle control unit 40 When the battle control unit 40 receives an attack instruction from the player via the input unit 20 (Yes in S14), the battle control unit 40 controls the battle between the player character and the target character within the attackable range (S16). ). The battle control unit 40 supplies information indicating a change in the status of both characters caused by the battle between the player character and the target character to the battle result determination unit 45. The battle result determination unit 45 determines which of the two characters has won based on the information received from the battle control unit 40 (S18). When the battle result determination unit 45 determines that the player character has won the target character (Yes in S20), the process is executed according to the type of the target character (S22).
  • the character state determining unit 50 makes the neutral character a friendly character of the player character by associating the neutral character with the player (S28). That is, the character state determination unit 50 associates the character ID of the neutral character with the player ID. Then, the character state determination unit 50 erases the display of the neutral character from the play field 300, and stores the neutral character as a ally character in the character storage area (S30). In this case, the stored ally character image (that is, the icon) is displayed in contact with or in the vicinity of the character storage area. Further, the experience value giving unit 60 gives a predetermined experience value to the player character based on defeating the neutral character, and the point giving control unit 62 gives the player character points previously associated with the neutral character (). S32).
  • the character state determination unit 50 changes the status of the enemy player character (for example, it becomes zero due to defeat by the player character).
  • HP is returned to full tank over a predetermined time
  • the enemy player character is returned to the enemy base 304 (S24).
  • the character state determination unit 50 prohibits operations on the enemy player character from the time when the enemy player character is defeated until it is repatriated to the enemy base 304.
  • the experience value giving unit 60 gives a predetermined experience value to the player character based on defeating the enemy player character
  • the point giving control unit 62 assigns a predetermined point based on defeating the enemy player character to the player character. Grant (S32).
  • the character state determination unit 50 assigns the special character to the team to which the player belongs (S23). That is, the character state determination unit 50 associates the character ID of the special character with the team ID of the ally team. Note that, unlike the neutral character, the character state determination unit 50 does not store the special character in the character storage area and keeps it appearing in the play field 300. Then, the special character control unit 57 controls the special character and causes the special character to perform a predetermined operation according to the type of the special character (S25). Further, the experience value giving unit 60 gives a predetermined experience value to the player character based on defeating the special character. The point giving control unit 62 does not have to give a predetermined point to the player character based on the defeat of the special player character (S32).
  • the character state determination unit 50 changes the status of the player character (for example, the HP becomes zero due to the defeat by the target character). To fill up the tank over a specified period of time), and return it to the ally base 302. The character state determination unit 50 prohibits operations on the player character from the time when the player character is defeated until it is repatriated to the ally base 302. After the player character returns to the friendly home 302, the step from S10 is executed again.
  • FIG. 18 shows the control flow of the ally character.
  • the ally character control unit 55 determines whether or not the player has instructed the ally character to appear in the play field 300 via the input unit 20 (S34). If there is no appearance instruction (No in S34), the steps from S10 are executed. On the other hand, when there is an appearance instruction (Yes in S34), the ally character control unit 55 causes the ally character to appear in the play field 300 from the character storage area (S36).
  • the character storage area can be displayed having, for example, a ball shape, the state of the closed ball is displayed when the ally character is stored, and the ally character is opened when the ally character goes out. The state of the ball is displayed.
  • the ally character control unit 55 controls the behavior of the ally character appearing in the play field 300 (S38). Specifically, the ally character control unit 55 moves the ally character so as to follow the player character. Further, the ally character control unit 55 may use the enemy player character, another neutral character, and / or if an enemy player character, another neutral character, and / or a special character exists within a predetermined range from the player character or the ally character. Or, let the ally character automatically execute an attack on the special character.
  • the ally character control unit 55 receives a storage instruction from the player to the character storage area of the ally character via the input unit 20 (Yes in S40)
  • the ally character control unit 55 characterizes the ally character appearing in the play field 300. It is stored in the storage area, and the display of the ally character is erased from the play field 300 (S42).
  • the steps after S34 are executed.
  • the steps after S38 are executed.
  • FIG. 19 shows a control flow when the player character plays against a new neutral character.
  • the character state determination unit 50 makes the new neutral character a new ally character. (S46). Then, the character state determination unit 50 erases the ally character stored in the character storage area or the ally character appearing in the play field 300, and stores a new neutral character as the ally character in the character storage area. Then, the steps after S34 are executed.
  • FIG. 20 shows a control flow of the point scoring process.
  • the character motion control unit 30 controls the movement of the player character (belonging to a team of allies) in the play field 300 in response to a player's instruction received via the input unit 20 (S50).
  • the scoring unit 70 determines whether or not the player character exists within a predetermined range from the enemy base 312 (S52). If the player character does not exist within a predetermined range from the enemy base 312 (No in S52), the steps after S50 are executed.
  • the scoring unit 70 determines whether or not the player character has points (S54). If the player character does not have points (No in S54), the steps after S50 are executed. Then, when the player character has points (Yes in S54), the scoring unit 70 determines whether or not there is an instruction from the player to supply the points to the enemy base 312 via the input unit 20 (Yes). S56). If there is no point supply instruction from the player (No in S56), the steps after S50 are executed.
  • the scoring unit 70 supplies the points possessed by the player character to the enemy base 312, and converts the points into the points of the ally team.
  • the scoring unit 70 can use the numerical value of the points as it is, or can obtain a value obtained by multiplying the points by a predetermined coefficient determined according to the remaining time of the game. Further, the scoring unit 70 supplies the score or the supply value according to the point to the enemy base 312 and accumulates the supply value in the enemy base 312 (S58).
  • the scoring unit 70 can use the numerical value of the points as the supply value as it is, or can use the value obtained by multiplying the points by a predetermined coefficient determined according to the remaining time of the game as the supply value.
  • the base control unit 80 compares the total value of the supply values accumulated in the enemy base 312 by the scoring unit 70 with the durability value preset in the enemy base 312 (S60).
  • the total supply value is a supply value according to the points supplied by one player character to the enemy base 312, and points supplied to the enemy base 312 by another player character of the same team as the one player character. It is the total value with the supply value according to.
  • the base control unit 80 determines that the total value of the supply values is less than the durability value (No in S60), the steps after S50 are executed.
  • the base control unit 80 determines that the total value of the supply values is equal to or greater than the durability value (Yes in S60)
  • the base control unit 80 stops the function of the enemy base 312 (S62).
  • the winning / losing determination unit 85 ends the game when a predetermined game time has elapsed, and determines the winning / losing of the game based on the score of each team at the end.
  • Each component included in the game system 1 according to the present embodiment shown in FIGS. 1 to 20 causes an arithmetic processing unit such as a central processing unit (CPU) to execute a program (that is, a game program). That is, it can be realized by processing by software. It can also be realized by writing a program in advance to hardware as an electronic component such as an integrated circuit (IC). It is also possible to use software and hardware together.
  • arithmetic processing unit such as a central processing unit (CPU) to execute a program (that is, a game program). That is, it can be realized by processing by software. It can also be realized by writing a program in advance to hardware as an electronic component such as an integrated circuit (IC). It is also possible to use software and hardware together.
  • the game program according to this embodiment can be incorporated in advance into, for example, an IC, a ROM, or the like.
  • the game program is a file in an installable format or an executable format, which is recorded on a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium, and provided as a computer program. You can also.
  • the recording medium in which the program is stored may be a non-transient recording medium such as a CD-ROM or a DVD.
  • the game program can be stored in advance in a computer connected to a communication network such as the Internet so that the game program can be provided by download via the communication network.
  • the game program works on the CPU and the like to describe the game program in the display unit 10, the display control unit 15, the input unit 20, the storage unit 25, the character operation control unit 30, and the character operation control unit 30 described in FIGS. 1 to 20.
  • the player operates his / her own player character to defeat a neutral character automatically controlled by the system to acquire points, and the acquired points are scored by his / her team at the base of the other party. Can be converted to.
  • the player can enjoy the game without having an interpersonal battle with the other player character operated by another player, and can contribute to the team to which the self-confidence belongs without the interpersonal battle. That is, in the game system 1, the player can contribute to the team to which he / she belongs by an action that is not an interpersonal battle (such as an action of defeating a neutral character) in the game, and the player improves the skill level of the operation required for the interpersonal battle by the action. Can be done. Therefore, by experiencing the battle with the neutral character, the player can reduce his / her weakness in the interpersonal battle.
  • a neutral character defeated by the player by his / her own player character is associated with the player to become a ally character, this ally character appears in the play field 300, and the ally character follows the movement of the player character. At the same time, it can automatically attack other neutral characters and enemy player characters. As a result, in the game system 1, it is possible not only to play against a neutral character and defeat it, but also to make it an ally and fight with its own player character.
  • the player can freely select to store the ally character in the character storage area and to make the ally character appear in the play field 300 from the character storage area. That is, in the game system 1, before the points possessed by the player character are scored, the possessed ally character can be made to appear in the play field 300 and used as a force to fight with the player character. As a result, in the game system 1, for example, while the HP of the ally character is high, it appears in the play field 300 and fights together, and when the HP becomes low, it is stored in the character storage area and used for scoring. be able to.

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PCT/JP2021/007858 2020-06-23 2021-03-02 ゲームシステム、ゲーム方法、ゲームプログラム、及びゲームサーバ Ceased WO2021261017A1 (ja)

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CN202180016165.6A CN115209963A (zh) 2020-06-23 2021-03-02 游戏系统、游戏方法、游戏程序以及游戏服务器
US17/889,281 US12268960B2 (en) 2020-06-23 2022-08-16 Game system, game method, game program, and game server
US19/074,244 US20250205596A1 (en) 2020-06-23 2025-03-07 Game system, game method, game program, and game server

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JP2023133536A (ja) 2023-09-22
JP2025067962A (ja) 2025-04-24
JP7635458B2 (ja) 2025-02-25
JP7328306B2 (ja) 2023-08-16
JP2022002630A (ja) 2022-01-11
CN115209963A (zh) 2022-10-18
JP7812951B2 (ja) 2026-02-10
JP7571220B2 (ja) 2024-10-22
US20220387891A1 (en) 2022-12-08
JP2022002689A (ja) 2022-01-11
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US20250205596A1 (en) 2025-06-26
KR102847188B1 (ko) 2025-08-20

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