Game device, game control program and recording medium having the program recorded thereon
Abstract
Problem to be solved.To the enhance the strategical character of a game in a role playing game.
Solution.A control parameter 42 for showing the state of an enemy character during fighting in the control of a fighting scene 40 can be changed in an encountering scene 39 before plunging into the fighting scene. In the encountering scene 39, when a player controls the movement of a player character 43 to give some effect to the enemy character 41 to vary the value of the control parameter 42, the value is succeeded when plunging into the fighting scene and the fighting scene is controlled based on the value.

Term
Term ended
Projected expiry passed 6 July 2021, 5.2 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
15 claims: 4 independent, 11 dependent
- 1[Claims] 1. The player controls an encounter scene in which a player character encounters an enemy character, controls a battle scene in which the player character encounters an enemy character, and controls the battle scene. It is a game device that is performed based on the values of control parameters possessed by the character and the enemy character, respectively. A character control means that displays the player character and the enemy character in the encounter scene and controls the behavior of the player character and the enemy character based on the control signal input from the input device. A parameter value changing means for changing the value of the control parameter possessed by the enemy character when it is detected that the enemy character is in an effect receiving state to receive a predetermined effect in the process of control by the character controlling means. , It is provided with a scene switching means for switching a scene from the encounter scene to the battle scene when it is detected that the enemy character has entered the battle start state in the process of control by the character control means. A game device characterized in that the battle scene is controlled by using the value of the control parameter changed by the parameter value changing means after the scene is switched by the scene switching means. 【特許請求の範囲】 【請求項1】 プレイヤ・キャラクタが敵キャラクタに遭遇する遭遇場面の制御と、前記プレイヤ・キャラクタが遭遇した敵キャラクタと戦闘を行う戦闘場面の制御を行い、前記戦闘場面の制御を、前記プレイヤ・キャラクタおよび敵キャラクタがそれぞれ保有する制御パラメータの値に基づいて行うゲーム装置であって、 前記遭遇場面に、前記プレイヤ・キャラクタおよび敵キャラクタを表示するとともに、入力装置から入力された制御信号に基づいて当該プレイヤ・キャラクタおよび敵キャラクタの行動を制御するキャラクタ制御手段と、 前記キャラクタ制御手段による制御の過程で前記敵キャラクタが所定の効果を受ける効果受容状態となったことを検出した場合に、当該敵キャラクタが保有する前記制御パラメータの値を変更するパラメータ値変更手段と、 前記キャラクタ制御手段による制御の過程で前記敵キャラクタが戦闘開始状態となったことを検出した場合に、前記遭遇場面から前記戦闘場面への場面切換を行う場面切換手段とを備え、 前記場面切換手段による場面切換後に、前記パラメータ値変更手段により変更された制御パラメータの値を使用して前記戦闘場面を制御することを特徴とするゲーム装置。
- 6The effect receiving state is a state in which the enemy character is arranged in a predetermined area in the encounter scene and the player character performs a predetermined operation. The game device according to any one of 1 to 3. 【請求項6】 前記効果受容状態は、前記敵キャラクタが前記遭遇場面内の所定の領域に配置され、かつ、前記プレイヤ・キャラクタが所定の動作を行った状態であることを特徴とする請求項1から3のいずれかに記載のゲーム装置。
- 8The player controls an encounter scene in which a player character encounters an enemy character, controls a battle scene in which the player character encounters an enemy character, and controls the battle scene. It is a game control program that is performed based on the values of the control parameters possessed by the character and the enemy character, respectively. Character control processing that displays the player character and the enemy character in the encounter scene and controls the behavior of the player character and the enemy character based on the control signal input from the input device, and the character control processing A process of changing a parameter value to change the value of the control parameter held by the enemy character and a process of the character control process when it is detected that the enemy character is in an effect receiving state to receive a predetermined effect in the process. When it is detected that the enemy character has entered the battle start state, the computer is made to execute a scene switching process for switching the scene from the encounter scene to the battle scene. A game control program characterized in that after the scene switching process, the battle scene is controlled by using the value of the control parameter changed in the parameter value changing process. 【請求項8】 プレイヤ・キャラクタが敵キャラクタに遭遇する遭遇場面の制御と、前記プレイヤ・キャラクタが遭遇した敵キャラクタと戦闘を行う戦闘場面の制御を行い、前記戦闘場面の制御を、前記プレイヤ・キャラクタおよび敵キャラクタがそれぞれ保有する制御パラメータの値に基づいて行うゲーム制御プログラムであって、 前記遭遇場面に、前記プレイヤ・キャラクタおよび敵キャラクタを表示するとともに、入力装置から入力された制御信号に基づいて当該プレイヤ・キャラクタおよび敵キャラクタの行動を制御するキャラクタ制御処理と、前記キャラクタ制御処理の過程で前記敵キャラクタが所定の効果を受ける効果受容状態となったことを検出した場合に、当該敵キャラクタが保有する前記制御パラメータの値を変更するパラメータ値変更処理と、前記キャラクタ制御処理の過程で前記敵キャラクタが戦闘開始状態となったことを検出した場合に、前記遭遇場面から前記戦闘場面への場面切換を行う場面切換処理とをコンピュータに実行させ、 前記場面切換処理後に、前記パラメータ値変更処理において変更された制御パラメータの値を使用して前記戦闘場面を制御することを特徴とするゲーム制御プログラム。
- 13The effect receiving state is a state in which the enemy character is arranged in a predetermined area in the encounter scene and the player character performs a predetermined operation. The game control program described in any of 8 to 10. 【請求項13】 前記効果受容状態は、前記敵キャラクタが前記遭遇場面内の所定の領域に配置され、かつ、前記プレイヤ・キャラクタが所定の動作を行った状態であることを特徴とする請求項8から10のいずれかに記載のゲーム制御プログラム。
Independent claims4
106 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention relates to a game device, a game control program, and a recording medium on which the program is recorded, and more particularly to a role-playing game character behavior control.
【0002】
[Conventional technology]
A role-playing game is a game in which a player character controlled by a player of a game develops a story while moving in a virtual space such as a plain, a cave, a city, or a room. The player character encounters a number of enemy characters while moving, and can grow (level up) by fighting and get hints for story development. In other words, the role-playing game progresses by repeatedly switching between a normal scene and a battle scene.
【0003】
There are several ways to switch from a normal scene to a battle scene. One is a method (so-called random encounter) in which the enemy character is not displayed in a normal scene and suddenly switches to a battle scene regardless of the player's will. Since it is the graphic display that requires the most effort in game production, this method of not displaying the enemy character is adopted in many games as a preferable method with less burden on the creator.
【0004】
The other method is to display the enemy character in the scene where the enemy character is encountered (hereinafter referred to as the encounter scene) in the normal scene, and when the player character talks or comes into contact with the enemy character, the scene is displayed. It is a method to switch to the battle scene. However, as mentioned above, the more characters to display and the more complicated the movement of the displayed characters, the more difficult it is to create a game. Therefore, this method usually holds the key to story development, so-called boss characters. It was often adopted only for. Also, from the viewpoint of reducing the production burden, the position of the enemy character displayed in the encounter scene is often fixed.
【0005】
[Problems to be Solved by the Invention]
However, in recent years, the efficiency of game development has improved, and it has become possible to display a large number of enemy characters and move the enemy characters freely in a relatively wide range in the encounter scene. For this reason, it has become relatively easy to control the scene in which the enemy character roams a predetermined route or chases the player character. In this case, the player guides the enemy character by making the player character challenge the battle after seeing when the enemy character reaches the predetermined position, or by letting the player character run around, and reaches the predetermined position. By the way, you can get caught on purpose and enter the battle. That is, some kind of bargaining can be performed between the player character and the enemy character before entering the battle scene.
【0006】
Therefore, an object of the present invention is to enhance the strategic nature of the game by enabling more advanced bargaining before entering the battle scene and further passing the result to the battle scene.
【0007】
[Means for solving problems]
The game device of the present invention controls an encounter scene in which the player character encounters an enemy character, controls a battle scene in which the player character encounters an enemy character, and controls the battle scene. It is a game device that is performed based on the values of control parameters possessed by the character and the enemy character, and displays the player character and the enemy character in the encounter scene, and the player is based on the control signal input from the input device. -The character control means that controls the behavior of the character and the enemy character, and the enemy character possesses it when it is detected that the enemy character is in an effect receiving state that receives a predetermined effect in the process of control by the character control means. A scene in which the scene is switched from the encounter scene to the battle scene when the parameter value changing means for changing the value of the control parameter and the character control means detect that the enemy character has entered the battle start state in the process of control. It is characterized in that it is provided with a switching means, and after the scene is switched by the scene switching means, the battle scene is controlled by using the value of the control parameter changed by the parameter value changing means.
【0008】
The character control means preferably controls the behavior of each character so that the behavior of the enemy character is linked to the behavior of the player character. Further, the battle start state is preferably defined as a state in which the enemy character and the player character are in contact with each other.
【0009】
Further, the effect acceptance state can be defined as, for example, a state in which the enemy character is arranged in a predetermined area in the encounter scene. Alternatively, it may be defined as a state in which the enemy character has performed a predetermined operation. Alternatively, it may be defined as a state in which the enemy character is placed in a predetermined area in the encounter scene and the player character performs a predetermined action. More specifically, for example, it can be defined as a state in which the player character presses the effect generation button when the enemy character is in the vicinity of the effect generation button arranged in the encounter scene.
【0010】
Next, the game control program of the present invention controls the encounter scene in which the player character encounters the enemy character and the battle scene in which the player character encounters the enemy character, and controls the battle scene. Is a game control program based on the values of control parameters possessed by the player character and the enemy character, respectively. The player character and the enemy character are displayed in the encounter scene, and the control signal input from the input device is displayed. When it is detected in the process of character control processing that controls the behavior of the player character and the enemy character based on the above, and in the process of character control processing that the enemy character is in an effect receiving state that receives a predetermined effect, the enemy character When it is detected that the enemy character has entered the battle start state in the process of the parameter value change process for changing the value of the control parameter held by the character and the character control process, the scene is switched from the encounter scene to the battle scene. It is characterized in that a computer is made to execute the scene switching process, and after the scene switching process, the battle scene is controlled by using the value of the control parameter changed in the parameter value changing process.
【0011】
The character control process is preferably a process of controlling the action of each character so that the action of the enemy character is linked to the action of the player character. Further, the battle start state is preferably defined as a state in which the enemy character and the player character are in contact with each other.
【0012】
Further, the effect acceptance state can be defined as, for example, a state in which the enemy character is arranged in a predetermined area in the encounter scene. Alternatively, it may be defined as a state in which the enemy character has performed a predetermined operation. Alternatively, it may be defined as a state in which the enemy character is placed in a predetermined area in the encounter scene and the player character performs a predetermined action. More specifically, for example, it can be defined as a state in which the player character presses the effect generation button when the enemy character is in the vicinity of the effect generation button arranged in the encounter scene.
【0013】
The recording medium of the present invention is a computer-readable recording medium on which the above-mentioned game control program is recorded.
【0014】
BEST MODE FOR CARRYING OUT THE INVENTION
In showing the embodiment of the present invention, first, the difference between the present invention and the prior art will be clarified. FIG. 1 is a conceptual diagram showing a control target of the game control device or program of the present invention and control parameters used for control. The left side of the figure shows the control target for the normal scene (encounter scene with the enemy character) 39, and the right side of the figure shows the control target for the battle scene 40. As shown in the figure, the control targets in the battle scene 40 are the enemy character 41 and the player character 43, and their control is controlled by the control parameter 42 possessed by the enemy character 41 and the control parameter 44 possessed by the player character 43. Made using. Examples of the "control parameter" include parameters such as physical strength points representing the state of the character, characteristic parameters such as "quickness" representing the characteristics of the character, and parameters related to weapons, armor, and items possessed by the character. In addition, all parameters that affect the behavior of the enemy character in the battle scene are included. For example, when the player instructs the player character 43 to perform an attack action, the player character 43 attacking the enemy character 41 is displayed on the screen, and the physical strength points of the enemy character 41 are damaged by the attack. It decreases by the amount of. Alternatively, the battle scene is controlled so that the larger the parameter value of quickness, the larger the number of actions. Such a battle scene control method is a conventionally used method.
【0015】
The present invention is characterized in that the value of the control parameter 42 of the enemy character can be updated not only in the battle scene but also in the encounter scene 39, and the updated value is inherited in the battle scene. In the conventional random encounter, the enemy character 41 was not displayed in the encounter scene 39, so it was not conceivable to update the control parameters of the enemy character in the encounter scene 39. Also, conventionally, even when displaying an enemy character, the encounter scene is a scene where the player character encounters the enemy character, and the player character can damage the enemy character only in the battle scene. Was there. On the other hand, in the present invention, the player character 43 can directly or indirectly give damage or other effects to the enemy character 41 by bargaining with the enemy character 41 even in the encounter scene. Furthermore, the effect given to the enemy character in the encounter scene is carried over to the battle scene as it is in the form of control parameter 42.
【0016】
Hereinafter, embodiments of the present invention will be described with reference to the drawings. FIG. 2 is a diagram showing a game device 1 and peripheral devices connected to the game device 1 according to the present embodiment. The game device 1 is connected to the display output device 7 by a cable 10. In the present embodiment, the display output device 7 is a home television provided with a display screen 8 for displaying a game screen and a speaker 9 for outputting a game sound.
【0017】
Further, a controller 11 for inputting a control signal for the player to control the game is connected to the game device 1 by a cable 25. The controller 11 used in this embodiment includes a direction indicator button 14, a SELECT button 12, a START button 13, a button 19, a button 20, a button 21, an × button 22, an L1 button 23a, an L2 button 23b, and R1. It has buttons 24a and R2 buttons 24b.
【0018】
What kind of operation is possible by each button is determined by what kind of control the game control program assigns the button to in each scene. Therefore, although it is not always uniform, the following operations can be generally performed.
【0019】
The direction instruction button 14 is a button used for controlling the cursor position on the setting screen and controlling the moving direction of the player character during the game. The upper part 15 of the direction indicator button 14 is assigned to the upper part of the screen, the left part 16 is assigned to the left side of the screen, the lower part 17 is assigned to the lower part of the screen, and the right part 18 is assigned to the right side of the screen. You can control the cursor and player characters.
【0020】
The SELECT button 12 is used when switching screens, for example, when calling the data save screen during a game. The START button 13 is mainly used to instruct the start or pause of the game. The button 19, the button 20, the button 21, the × button 22, the L1 button 23a, the L2 button 23b, the R1 button 24a, and the R2 button 24b are mainly used for controlling the player character during the game. A wide variety of controls are realized by combining eight buttons.
【0021】
In recent years, as the controller 11, a controller having various shapes such as a controller provided with a joystick for direction instruction and a sheet type controller has been provided, but the present invention can be realized regardless of the shape of the controller. ..
【0022】
In addition to the power button 2, the game device 1 is open for carrying out the disc tray from the disc tray storage unit 3 containing the disc tray for setting a DVD (Digital Versatile Disk) or CD-ROM, and the disc tray storage unit 3. Button 4, slot 5 for inserting a memory card to save game progress, grades, etc., connection terminal for connecting various controllers (connection terminal 6a in the figure shows the connection state, connection terminal 6b shows the non-connection state It is equipped with a connection terminal for connecting output devices such as (shown), images, and audio, and a connection terminal for network connection (none of which is shown).
【0023】
FIG. 3 is a block diagram showing the internal structure of the game device 1. Internally, in the game device 1, the CPU 27, ROM 28, RAM 29, VRAM 30, voice synthesis unit 32, input / output control unit 33, input control unit 36, and communication control unit 37 are connected to the system bus 26, and the system bus 26 It is configured so that signals can be exchanged via.
【0024】
When the power of the game device 1 is turned on, the internal circuits and the like are first initialized by the initialization data stored in the ROM 28, and the game control program stored in the DVD 34 and the save data stored in the memory card 35. Etc. are read into RAM 29 via the input / output control unit 33. On the other hand, the control signal input by the player from the input device 11 is provided to the CPU 27 via the input control unit 36. The CPU 27 sequentially processes the programs and data stored in the RAM 29 based on the control signals provided by the input control unit 36. The image output as a result of the processing by the CPU 27 is temporarily stored in the VRAM 30 for each screen, and is sent to the image display unit 8 such as the display screen of the television via the image control unit 31. Similarly, the voice output by executing the program is sent to the voice output unit 9 such as a TV speaker via the voice synthesis unit 32. Further, when the game is advanced by a plurality of players connected on the network, data is exchanged with other game devices connected to the network 38 via the communication control unit 37.
【0025】
Although the hardware configuration and functions of the game device according to the present embodiment have been described above, it is clear to those skilled in the art that the object of the present invention can be achieved by various similar configurations, and such a game device can be used. All shall be included in the scope of the present invention.
【0026】
Next, an embodiment of the game control program and the recording medium of the present invention will be described. In the above description, the game control program according to the present embodiment is a game control program stored in a DVD 34 or the like, and a recording medium such as the DVD 34 corresponds to the recording medium of the present invention. The game control program in the present embodiment is read from a storage medium such as a DVD 34 into the game device 1 via the input / output control unit 33, and is executed by the CPU 27 of the game device 1.
【0027】
FIG. 4 is a flowchart showing the encounter scene control process and the battle scene control process executed by the game control program in the present embodiment. Of the normal scenes, the control processing of the scenes that do not lead to the start of the battle with the enemy character, such as the mystery solving scene, will be omitted. Further, the battle scene control process is merely a typical example and is not limited to this.
【0028】
The control process of the encounter scene is performed as follows. First, in step S101, the control signal input by the player from the input device is received. Next, in step S102, the movement of the character is determined, and the image of the character moving in that way is output to the screen. The movement of the player character is determined based on the control signal input in step S101, that is, the instruction of the player. For example, when the player instructs the direction instruction button 14 in FIG. 2 to move upward on the screen, the player character on the screen moves upward. On the other hand, the behavior of the enemy character is determined based on the control program in principle. For example, if it is programmed to reciprocate a range on a straight line on the screen, the enemy character will reciprocate that range. Alternatively, if it is programmed to move in conjunction with the action of the player character, it moves to chase, for example, the player character. In this case, the player can indirectly control the behavior of the enemy character.
【0029】
Due to the character control process in step S102, the player character and the enemy character move around in the encounter scene. When or at what position the battle starts depends on the bargain between the player character and the enemy character. Generally, when the level of the enemy character is higher than that of the player character, it is not always possible to enter the battle in the situation desired by the player. For example, the battle is started under the initiative of the enemy character in the form of being caught by the enemy character. In many cases. On the contrary, when the level of the player character is higher than that of the enemy character, the player can anticipate the movement of the enemy character and start the battle in a state advantageous to the player character.
【0030】
In this way, the enemy character and the player character can take various states in the encounter scene. The state detection process in step S103 is a process of allocating subsequent processes according to the states of the enemy character and the player character. In step S103, it is detected that the enemy character is in the effect accepting state or the battle start state. In other cases, the process returns to step S101, and the processes of steps S101 and S102 are repeated.
【0031】
When it is detected in step S103 that the enemy character is in the effect acceptance state, the value of the control parameter of the enemy character is changed in step S104.
【0032】
There are various possible definitions of "effect acceptance state" and "effect". For example, when an enemy character enters the freezing room displayed in the encounter scene, a control method can be considered in which the speed characteristic value of the enemy character is reduced by 1 to slow down the movement of the enemy character. In this case, the state in which the enemy character enters a predetermined area called the freezing room is the effect receiving state, and the reduction in the quickness characteristic value is the effect. The effect is not necessarily an effect that is disadvantageous to the enemy character, and may give a different effect depending on the characteristics of the enemy character. For example, when an enemy character enters the freezer, if the enemy character is a character that is vulnerable to cold, the quickness characteristic value is reduced by 1, and if the enemy character is a character that is strong against cold, the quickness characteristic value is reduced by 1. A control method such as increasing is also conceivable.
【0033】
In addition, the case where the enemy character performs a predetermined action can be defined as the effect acceptance state. For example, suppose that the encounter scene is a rocky place where the scaffolding is unstable, and the character who puts his foot on a predetermined rock falls. In this case, if the enemy character puts his foot on the rock and falls, a control method such as reducing the physical strength point by 50 can be considered.
【0034】
Further, the effect acceptance state may be defined by the combination of the actions of the enemy character and the player character. That is, the player character may give an effect such as damage to the enemy character by exerting some action on the enemy character other than the start of the battle. For example, in the encounter scene, there is a normal room instead of a freezing room, and when an enemy character enters that room, if the player character presses the freezing switch, that room becomes a freezing room. Be done.
【0035】
The value of the control parameter changed in step S104 is temporarily stored in RAM 29 in FIG. After that, the processing of steps S101, S102, and S103 is repeated until the battle start state is detected or the effect acceptance state is detected again.
【0036】
The battle start state is most naturally and preferably defined as the contact between the player character and the enemy character. However, it goes without saying that other states may be defined as the battle start state. When the battle start state is detected, the scene switching is executed in step S105, and the display screen switches from the encounter scene to the battle scene. At this point, the values of the control parameters saved in the RAM 29 in step S104 are taken over as they are in the control process of the battle scene.
【0037】
It should be noted that the control parameters may be inherited without fail, or may be inherited only when the battle start state is reached within a certain time after the control parameters are changed in step S104. .. In addition, the number and types of control parameters to be inherited are not limited to one. In addition, control parameters that have been changed more than once may be inherited. For example, if the effect acceptance state is detected twice in step S103, the value of the control parameter is reduced by 30 in the first time, and further reduced by 30 in the second time, the value reduced by 60 from the original value is the value of the battle scene. Used in control.
【0038】
The control process of the battle scene is basically the same as the conventional one, but when the initial value of the control parameter is set in step S201, the value saved in RAM29 is read, and the encounter scene control process step S104. It differs from the conventional one in that the changes in are inherited. Subsequent processing is the same as before. First, in step S202, the control signal input by the player from the input device is received, the movement of the character is controlled in step S203, and the enemy character or the enemy character or in step S204 is performed according to the attack or defense action. Update the control parameters of the player character. As described above, the processes from steps S202 to S204 are repeated until the battle is completed. However, depending on the game, the battle scene may temporarily progress by automatic control. In such a case, step S202 is omitted. When the enemy character is wiped out, that is, when all the enemy characters, for example, the physical strength points are zero, or when the player character is wiped out, it is determined in step S205 that the battle is over, and the battle scene control process is finished. The screen returns to the normal scene.
【0039】
The processing of the game control program has been described above. Next, FIGS. 5 (a) to 5 (d) show an example of the output screen by this program. FIG. 5A is a diagram showing an example of an encounter scene between the player character 43 and the enemy character 41. The player character 43 can move not only up and down the stairs at the back of the center of the scene but also to the area on the left side of the scene by the player instructing the moving direction. This encounter scene is wider than the range displayed in Fig. 5 (a), and if the player character 43 is moved to the front side of the screen, the screen scrolls and the area not displayed in Fig. 5 (a). Is displayed. FIG. 5A shows a state in which the player character 43 moves around in such an encounter scene to guide the enemy character 41 to the side of the explosive 45. Alternatively, it may be interpreted as a state in which the player character rushes to the side when the enemy character passes by the explosive 45. The above corresponds to steps S101 and S102 in FIG.
【0040】
Explosives 45 are placed in various places in the encounter scene, and as shown in FIG. 5A, the player character explodes by pointing at the explosive 45. That is, it is like a button (effect generation button) that produces an effect by the action of the player character, although it does not produce any effect as it is. There are several types of explosive effects, which can be distinguished by the color of the explosive. Some explosives damage the characters around them by detonating them, while others have the effect of recovering the physical strength of the characters around them.
【0041】
FIG. 5 (b) is a diagram showing a state in which an explosive 45 having a damage effect explodes and an enemy character 41 is squeezed by the blast. The effect of the explosion extends only to a predetermined range around the explosive, but as mentioned above, since the enemy character 41 was near the explosive 45, it was directly affected by the explosion, and the effect was received in step S103 in FIG. It becomes a state. As a result, the health points of the enemy character 41 are reduced by 50, and the characteristic value representing the power is also 1 point lower than in the normal case. This corresponds to step S104 in FIG.
【0042】
FIG. 5C is a diagram showing a state in which the enemy character 41 after being hit by the blast rushes toward the player character and comes into contact with the player character. By this contact, the encounter scene switches to the battle scene as shown in Fig. 5 (d). This corresponds to step S105 in FIG. At this time, as described above, the enemy character 41 has lower physical strength points and power characteristic values than in the normal case. Therefore, the player character can defeat the enemy character 41 with a simpler attack than a normal battle, that is, with less effort.
【0043】
As described above, in the encounter scene between the player character and the enemy character, the player adjusts the timing of the movement of the enemy character or actively guides the enemy character to put the enemy character in the effect receiving state. For example, the battle can be developed advantageously in the battle scene. This doubles the fun of the game because it requires bargaining with enemy characters in the encounter scene. In addition, the player can enjoy the fun of formulating a strategy from the stage of encountering an enemy character.
【0044】
[Effect of the invention]
The game device, the game control program, and the recording medium of the present invention make it possible to change the control parameters of the enemy character used for controlling the battle scene even in the encounter scene. In other words, the value of the control parameter changed in the encounter scene is taken over by the control of the battle scene. Therefore, if the player makes the player character bargain with the enemy character in the encounter scene and changes the control parameters that are disadvantageous to the enemy character, the player can develop the battle advantageously in the subsequent battle scene. You can enjoy the fun of formulating advanced strategies with an eye on the flow from the encounter scene to the battle scene.
【0045】
In particular, if the enemy character is controlled to move in conjunction with the player character in the encounter scene, the enemy character can be guided by the operation of the player character and driven into a position disadvantageous to the enemy character. Increases the enjoyment of bargaining in the scene.
【0046】
Further, if the switching from the encounter scene to the battle scene is performed by the contact between the enemy character and the player character, a realistic game can be realized.
[Simple explanation of drawings]
[Figure 1]
The figure for demonstrating the outline of this invention [Figure 2]
The figure which shows the outline of the game apparatus in one Embodiment of this invention. [Fig. 3]
The figure which shows the internal structure of the game apparatus of FIG. [Fig. 4]
A flowchart showing processing of a game control program according to an embodiment of the present invention. [Fig. 5]
Diagram showing an example of the output screen of the game control program [Explanation of symbols]
1 Game controller, 2 Power button, 3 Disc tray storage, 4 Open button, 5 slots, 6a, 6b connection terminal, 7 Display output device, 8 Image display, 9 Audio output, 10,25 cable, 11 Input device (Controller), 12 ~ 14,19 ~ 24b Various operation buttons, 26 system bus, 34 storage media, 35 memory card, 41 enemy character, 43 player character, 45 explosive.
2 sheets
Sheet 1 Sheet 2
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2022028003A | Cited by | Japan | Search report |
| JP2009233208A | Cited by | Japan | Examiner |
| US8723867B2 | Cited by | United States of America | Applicant |
| JP2000279637A | Cites | Japan | Examiner |
| JP2001129254A | Cites | Japan | Search report |
| JP2001157779A | Cites | Japan | Search report |
2 priority claims, no other members on record
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2001206316 | Japan | A | |
| JP20010206316 | – | – | – |
4 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Decision of refusalA02 | A02 | |
| Notification of reasons for refusalA131 | A131 | |
| Written amendmentA521 | A521 | |
| Written request for application examinationA621 | A621 |
Numbers
- Publication
- 2003-19352
- Publication, DOCDB
- 2003019352
- Publication, EPODOC
- JP2003019352
- Application
- 206316
- Application, DOCDB
- 2001206316
- Application, EPODOC
- JP20010206316
Titles2
- Japanese
- 【発明の名称】ゲーム装置、ゲーム制御プログラムおよびそのプログラムを記録した記録媒体
- English
- [Title of the Invention] A game device, a game control program, and a recording medium on which the program is recorded.
Classification
- IPC, 5
- A63F13 45
- A63F13 56
- A63F13 577
- A63F13 58
- A63F13 822