Game control program and game device
AssigneeSega Corporation
InventorsTakayuki Suguro, Mitsuhiro Shimano
Life of this patent
Estimating the term…
Abstract
Damages include ineffective damage (scratch damage) and effective damage (fixed damage). When scratch damage occurs, an amount Ds corresponding to the scratch damage is stored into a memory. When fixed damage occurs, a vitality parameter Lp is decreased by an amount Df corresponding to the fixed damage. Scratch damage decreases over time. If fixed damage Df occurs in the presence of scratch damage, the vitality parameter Lp is decreased by a total amount of the scratch damage and the fixed damage. Such controls on the vitality parameter diversify the game progress.
Claims10
A game control method for making a computer, having a processor, a memory, and operation input means, perform game processing in which a player character that acts in response to a player operation and an enemy character attack each other, and in which a vitality parameter set for the player character is decreased in accordance with damage given to the player character when the enemy character makes an attack on the player character, the game control method comprising the steps of:
- setting by the processor the damage as ineffective damage or effective damage based on a value of an attack-power parameter of a weapon used in the attack by the enemy character;
- storing by the processor an amount of said ineffective damage into the memory when the player character is given the ineffective damage;
- restoring by the processor the amount of the ineffective damage stored in the memory decreased by a predetermined amount as time elapses after the player character is given the ineffective damage;
- calculating by the processor, as the player character is given effective damage while the amount of ineffective damage is stored in the memory, a total amount of damage that includes an amount of effective damage based on the effective damage and the amount of ineffective damage in the memory, and decreasing by the processor the vitality parameter of the player character based on the amount of damage;
- setting the attack-power parameter for the attack, wherein said setting the damage sets the damage as the effective damage or the ineffective damage based on the attack-power parameter;
- generating by the processor one or more points for the player character for each successful attack on the enemy character by the player character;
- and
- changing by the processor, when an accumulation of points reaches a predetermined amount, a state of the player character in which all damage incurred by the player character during a predetermined period of a remainder of a current game is set as ineffective damage regardless of the attack-power parameter value.
A game apparatus including a processor, a computer-readable non-transient memory device, and an operation input device, that perform a game processing method in which a player character that acts in response to a player operation and an enemy character attack each other, and wherein a vitality parameter set for the player character is decreased in accordance with damage given to the player character when the enemy character makes an attack on the player character, the apparatus comprising:
- means for setting the damage as ineffective damage or effective damage based on degree of direct hit by attacking from the enemy character;
- means for setting the damage as ineffective damage or effective damage based on a value of an attack-power parameter of a weapon used in the attack by the enemy character;
- means for storing an amount of said ineffective damage into the memory when the player character is given the ineffective damage;
- means for restoring the amount of ineffective damage stored in the memory to one decreased by a predetermined amount as time elapses after the player character is given the ineffective damage;
- means for calculating, if the player character is given effective damage while the amount of ineffective damage is stored in the memory, a total amount of damage that includes an amount of effective damage based on the effective damage and the amount of ineffective damage in the memory, and decreasing the vitality parameter of the player character based on the amount of damage;
- means for setting the attack-power parameter for the attack, wherein said means for setting the damage sets the damage as the effective damage or the ineffective damage based on the attack-power parameter;
- means for generating one or more points for the player character for each successful attack on the enemy character by the player character;
- and
- means for changing, when an accumulation of points reaches a predetermined amount, a state of the player character in which all damage incurred by the player character during a predetermined period of a remainder of a current game is set as ineffective damage regardless of the attack-power parameter value.
A non-transient computer-readable medium having computer-executable instructions that upon execution of the code by a game apparatus including a processor, a memory, and operation input means, perform a game processing method in which a player character that acts in response to a player operation and an enemy character attack each other, a vitality parameter set for the player character is decreased in accordance with damage given to the player character when the enemy character makes an attack on the player character, the game processing method comprising:
- setting by the processor the damage as ineffective damage or effective damage based on a value of an attack-power parameter of a weapon used in the attack by the enemy character;
- storing by the processor an amount of said ineffective damage into the memory when the player character is given the ineffective damage;
- restoring by the processor the amount of ineffective damage stored in the memory to one decreased by a predetermined amount as time elapses after the player character is given the ineffective damage;
- calculating by the processor, if the player character is given effective damage while the amount of ineffective damage is stored in the memory, a total amount of damage that includes an amount of effective damage based on the effective damage and the amount of ineffective damage in the memory, and decreasing by the processor the vitality parameter of the player character based on the amount of damage;
- setting the attack-power parameter for the attack, wherein said setting the damage sets the damage as the effective damage or the ineffective damage based on the attack-power parameter;
- generating by the processor one or more points for the player character for each successful attack on the enemy character by the player character;
- and
- changing by the processor, when an accumulation of points teaches a predetermined amount, a state of the player character in which all damage incurred by the player character during a predetermined period of a remainder of a current game is set as ineffective damage regardless of the attack-power parameter value.
Dependencies are inferred from the claim text.