Game program, storage medium, game device and game system
AssigneeCapcom Co., Ltd.
InventorsJiro Taoka, Takaaki Yamanouchi
Life of this patent
Estimating the term…
Abstract
In a game program for a multiplayer game, when a player character receives damage and the strength level reaches a certain level, the player character goes into an extension state before death, in which the character is weakened but is able to recover. If a friendly player character performs a recovery action within a certain time from the weakened state having been reached, the player character in the weakened state recovers to a normal state. On the other hand, if the player character in the weakened state is attacked by an enemy character, or if the certain time has elapsed, the player character in the weakened state is caused to die and the game is ended.
Claims8
A game program, which is stored in a non-transitory computer readable storage medium, driving a computer to function as:
- a game space control unit for generating a virtual game space;
- a player object control unit for generating a player object in the game space and for causing the player object to perform an activity in the game space based on operational information;
- and
- an enemy object control unit for generating an enemy object that fights with the player object and for causing the enemy object to perform an activity in the game space, wherein
- a plurality of the player object control units is provided to cause different player objects respectively corresponding thereto to perform activities in the game space,
- each of the player object control units includes:
- a unit for storing an activity ability value that indicates activity ability of a corresponding player object;
- an activity ability value control unit for reducing the activity ability value when the corresponding player object receives an attack from the enemy object;
- a unit for maintaining the activity by the corresponding player object for a predetermined recoverable time as a recovery wait state and for accepting a predetermined recovery action from another player object during the recoverable time when the activity ability value of the corresponding player object is reduced to a predetermined value;
- and
- a unit for performing a death process to the corresponding player object when the recovery action is not performed by the another player object during the recoverable time,
- the enemy object control unit controls the enemy object not to attack a player object in the recovery wait state during at least a first part of the recoverable time, and
- when the corresponding player object in the recovery wait state receives the recovery action from the another player object, the player object control unit sets a remainder of the recoverable time at that time as the predeterminded recoverable time of a subsequent recovery wait state.
A game program, which is stored in a non-transitory computer readable storage medium, driving a computer to function as:
- a game space control unit for generating a virtual game space;
- a player object control unit for generating a player object in the game space and for causing the player object to perform an activity in the game space based on operational information;
- and
- an enemy object control unit for generating an enemy object that fights with the player object and for causing the enemy object to perform an activity in the game space, wherein
- a plurality of the player object control units is provided to cause different player objects respectively corresponding thereto to perform activities in the game space,
- each of the player object control units includes:
- a unit for storing an activity ability value that indicates activity ability of a corresponding player object;
- an activity ability value control unit for reducing the activity ability value when the corresponding player object receives an attack from the enemy object;
- a unit for maintaining the activity by the corresponding player object for a predetermined recoverable time as a recovery wait state and for accepting a predetermined recovery action from another player object during the recoverable time when the activity ability value of the corresponding player object is reduced to a predetermined value;
- a unit for performing a death process to the corresponding player object when the recovery action is not performed by the another player object during the recoverable time,
- the enemy object control unit controls the enemy object not to attack a player object in the recovery wait state during at least a first part of the recoverable time, and
- when the corresponding player object in the recovery wait state receives a recovery action including a specific action from the another player object, the player object control unit sets the predetermined recoverable time of a subsequent recovery wait state as a preset maximum recoverable time.
A game program, which is stored in a non-transitory computer readable storage medium, driving a computer to function as:
- a game space control unit for generating a virtual game space;
- a player object control unit for generating a player object in the game space and for causing the player object to perform an activity in the game space based on operational information;
- and
- an enemy object control unit for generating an enemy object that fights with the player object and for causing the enemy object to perform an activity in the game space, wherein
- a plurality of the player object control units is provided to cause different player objects respectively corresponding thereto to perform activities in the game space,
- each of the player object control units includes:
- a unit for storing an activity ability value that indicates activity ability of a corresponding player object;
- an activity ability value control unit for reducing the activity ability value when the corresponding player object receives an attack from the enemy object;
- a unit for maintaining the activity by the corresponding player object for a predetermined recoverable time as a recovery wait state and for accepting a predetermined recovery action from another player object during the recoverable time when the activity ability value of the corresponding player object is reduced to a predetermined value;
- a unit for performing a death process to the corresponding player object when the recovery action is not performed by the another player object during the recoverable time,
- the enemy object control unit controls the enemy object not to attack a player object in the recovery wait state during at least a first part of the recoverable time,
- the computer is driven to further function as one or a plurality of game image drawing units for generating one or a plurality of the game screens corresponding a part of or the entire plurality of the player objects, and
- each of the game image drawing units includes a unit for generating an image of the game space including the corresponding player object and for generating a dedicated game screen different from a normal one when the corresponding player object enters the recovery wait state.
A game program, which is stored in a non-transitory computer readable storage medium, driving a computer to function as:
- a game space control unit for generating a virtual game space;
- a player object control unit for generating a player object in the game space and for causing the player object to perform an activity in the game space based on operational information;
- and
- an enemy object control unit for generating an enemy object that fights with the player object and for causing the enemy object to perform an activity in the game space, wherein
- a plurality of the player object control units is provided to cause different player objects respectively corresponding thereto to perform activities in the game space,
- each of the player object control units includes:
- a unit for storing an activity ability value that indicates activity ability of a corresponding player object;
- an activity ability value control unit for reducing the activity ability value when the corresponding player object receives an attack from the enemy object;
- a unit for maintaining the activity by the corresponding player object for a predetermined recoverable time as a recovery wait state and for accepting a predetermined recovery action from another player object during the recoverable time when the activity ability value of the corresponding player object is reduced to a predetermined value;
- a unit for performing a death process to the corresponding player object when the recovery action is not performed by the another player object during the recoverable time,
- the enemy object control unit controls the enemy object not to attack a player object in the recovery wait state during at least a first part of the recoverable time,
- the computer is driven to further function as one or a plurality of game image drawing units for generating one or a plurality of the game screens corresponding a part of or the entire plurality of the player objects, and
- when the another player object enters the recovery wait state, each of the game image drawing units performs a process for showing the state on at least a part of the corresponding game screen.
Dependencies are inferred from the claim text.