U.S. patent application number 11/612795 was filed with the patent office on 2007-06-28 for ability value display control in a video game.
This patent application is currently assigned to KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX Co., LTD.). Invention is credited to Takeshi ARAKAWA, Yuichi KANEMORI.
Application Number | 20070149266 11/612795 |
Document ID | / |
Family ID | 37890465 |
Filed Date | 2007-06-28 |
United States Patent
Application |
20070149266 |
Kind Code |
A1 |
ARAKAWA; Takeshi ; et
al. |
June 28, 2007 |
ABILITY VALUE DISPLAY CONTROL IN A VIDEO GAME
Abstract
A player character's current ability value, which changes in
accordance with a game progress, is displayed in such a way that a
player is able to grasp the value instinctively and instantaneously
without feeling visual impediment. A player character (PC) table
and an enemy character (EC) table are updated. A hit point ratio
(HPP), which is a ratio of hit points (HP) to a maximum hit point
value (HPMAX), is calculated by using HP in the updated PC table. A
drawing hit point angle (HPA) is calculated by
HPA=HPP.times.360.degree.. Furthermore, the drawing angle HPA
portion of a ring gauge is displayed in a predetermined color.
Consequently, a length and angle of a belt portion of each ring
gauge changes in accordance with the change of the HP as the game
advances. As the length of the belt portion only changes inside the
ring gauge, even in the case where it becomes long, no visual
effect is brought about on a game area of a display screen.
Inventors: |
ARAKAWA; Takeshi; (Tokyo,
JP) ; KANEMORI; Yuichi; (Tokyo, JP) |
Correspondence
Address: |
GREENBLUM & BERNSTEIN, P.L.C.
1950 ROLAND CLARKE PLACE
RESTON
VA
20191
US
|
Assignee: |
KABUSHIKI KAISHA SQUARE ENIX (also
trading as SQUARE ENIX Co., LTD.)
Tokyo
JP
|
Family ID: |
37890465 |
Appl. No.: |
11/612795 |
Filed: |
December 19, 2006 |
Current U.S.
Class: |
463/8 |
Current CPC
Class: |
A63F 2300/65 20130101;
A63F 13/58 20140902; A63F 2300/303 20130101; A63F 13/537 20140902;
A63F 13/837 20140902; A63F 13/10 20130101; A63F 2300/8029
20130101 |
Class at
Publication: |
463/008 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Dec 20, 2005 |
JP |
2005-365656 |
Claims
1. A game apparatus for realizing a virtual battle between
characters on a display and changing an ability value of a
character in a game, the apparatus comprising: an acquirer that
acquires a current ability value of the character; a calculator
that calculates a ratio of the current ability value to a maximum
ability for the character; and a display processor that displays
the current ability value as a ratio in a circular gauge on the
display based on the ratio calculated by the calculator.
2. The game apparatus according to claim 1, wherein a plurality of
types of ability values are provided; the acquirer acquires the
current ability value for each of the plurality of types of ability
values; the calculator calculates the ratio for each of the
plurality of types of ability values; and the display processor
divides the circular gauge into a plurality of portions according
to each of the plurality of types of ability values and displays
the current ability value for each of the plurality of types of
ability values as a ratio in each of the portions.
3. The game apparatus according to claim 1, wherein the display
processor displays a corresponding character as an object inside
the circular gauge.
4. The game apparatus according to claim 1, wherein the character
is a player character controlled in accordance with an operation by
a user.
5. The game apparatus according to claim 1, wherein the characters
include the player character controlled in accordance with the
operation by the user and a friendly character acting as a friend
of the player character in the game; the acquirer acquires an
ability value for each of the player character and the friendly
character; the calculator calculates the ratio for each of the
player character and the friendly character; and the display
processor displays the current ability value as a ratio for each of
the player character and the friendly character.
6. An ability value display control method for a video game that
realizes a virtual battle between characters on a display and
changes an ability value of a character, the method comprising:
acquiring a current ability value of the character; calculating a
ratio of the current ability value to a maximum ability value for
the character; and displaying the current ability value as a ratio
in a circular gauge on the display based on the calculated
ratio.
7. The ability value display control method according to claim 6,
wherein a plurality of types of ability values are provided; the
current ability value is acquired for each of the plurality of
types of ability values; the ratio is calculated for each of the
plurality of types of ability values by the calculation, and the
circular gauge is divided into a plurality of portions according to
each of the plurality of types of ability values and the current
ability value for each of the plurality of types of ability values
is displayed as a ratio in each of the portions.
8. The ability value display control method according to either
claim 6, wherein a corresponding character is displayed as an
object inside the circular gauge.
9. The ability value display control method according to claim 6,
wherein the character is a player character controlled in
accordance with an operation by a player.
10. The ability value display control method according to claim 6,
wherein; the characters comprise the player character controlled in
accordance with an operation by a user and a friendly character
acting as a friend of the player character in the game; the ability
value is acquired for each of the player character and the friendly
character; the ratio is calculated for each of the player character
and the friendly character; and the current ability value is
displayed as a ratio for each of the player character and the
friendly character.
11. An ability value display control program executed by a computer
included in a game apparatus for realizing a virtual battle between
characters on a display and changing an ability value of a
character in a game, the program causing the computer to execute:
acquiring a current ability value of the character; calculating a
ratio of the current ability value to a maximum ability value for
the character; and displaying the current ability value as a ratio
in a circular gauge on the display based on the calculated
ratio.
12. The ability value display control program according to claim
11, wherein: a plurality of types of ability values are provided;
the current ability value is acquired for each of the plurality of
types of ability values; the ratio is calculated for each of the
plurality of types of ability values by the calculation, and the
circular gauge is divided into a plurality of portions according to
each of the plurality of types of ability values and the current
ability value for each of the plurality of types of ability values
is displayed as a ratio in each of the portions.
13. The ability value display control program according claim 11,
wherein a corresponding character is displayed as an object inside
the circular gauge.
14. The ability value display control program according to claim
11, wherein the character is a player character controlled in
accordance with an operation by a player.
15. The ability value display control program according to claim
11, wherein: the characters include a player character controlled
in accordance with an operation by a user and a friendly character
acting as a friend of the player character in the game; the ability
value is acquired for each of the player character and the friendly
character; the ratio is calculated for each of the player character
and the friendly character; and the current ability value is
displayed as a ratio for each of the player character and the
friendly character.
16. A computer readable recording medium recording an ability value
display control program executed by a computer included in a game
apparatus for realizing a virtual battle between characters on a
display and changing an ability value of a character in a game, the
program causing the computer to execute: acquiring a current
ability value of the character; calculating a ratio of the current
ability value to a maximum ability value set for the character; and
displaying the current ability value as a ratio in a circular gauge
on the display based on the calculated ratio.
17. The recording medium according to claim 16, wherein: a
plurality of types of ability values are provided; the current
ability value is acquired for each of the plurality of types of
ability values; the ratio is calculated for each of the plurality
of types of ability values by the calculation, and the circular
gauge is divided into a plurality of portions according to each of
the plurality of types of ability values and the current ability
value for each of the plurality of types of ability values is
displayed as a ratio in each of the portions.
18. The recording medium according to claim 16, wherein a
corresponding character is displayed as an object in the circular
gauge.
19. The recording medium according to claim 16, wherein the
character is a player character controlled in accordance with an
operation by a user.
20. The recording medium according to claim 16, wherein: the
characters include the player character controlled in accordance
with an operation by a user and a friendly character acting as a
friend of the player character in the game; the ability value is
acquired for each of the player character and the friendly
character; the ratio is calculated for each of the player character
and the friendly character; and the current ability value is
displayed as a ratio for each of the player character and the
friendly character.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] The present disclosure relates to subject matter contained
in Japanese Patent Application No. 2005-365656, filed on Dec. 20,
2005, the disclosure of which is expressly incorporated herein by
reference in its entirety.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a game apparatus which
advances a game by displaying on a display screen an ability value
of a character, such as HP (hit points) and MP (magic points),
which value has a more advantageous effect in a virtual battle the
greater it is; an ability value display control method in a video
game; an ability value display control program; and a recording
medium in which the ability value display control program is
recorded.
[0004] 2. Description of the Related Art
[0005] Conventionally, for example, in a role playing game, a game
is advanced while displaying on a screen current ability values for
the HP, the MP and the like, for a player character controlled by a
player operating an input device such as a controller. In Japanese
Unexamined Patent Publication No. 2003-24633, the current ability
value is displayed in a form of a bar gauge, and a length of the
bar gauge is changed according to the current ability value.
Therefore, when the player character's HP and MP decrease, the bar
gauge becomes shorter, while when they increase, the bar gauge
becomes longer. Consequently, by checking the bar gauge displayed
on the screen, it is possible for the player to easily grasp the
current ability value of the player character, which constantly
changes along with a progression of the game.
[0006] However, when displaying the ability value of the player
character in the form of the bar gauge in this way, the bar gauge
gets longer when the ability value increases. As a result, as a
display area of the bar gauge on the display screen increases, a
remaining game display area decreases accordingly. Thus, although
there is an advantage that it is possible to instinctively and
instantaneously grasp the player character's current ability value,
a disadvantage arises in that a visual impediment should occur to
the player carrying out a game operation while checking a
character, etc. displayed in the game display area.
SUMMARY OF THE INVENTION
[0007] The present invention is made in view of these problems. It
is an object of the present invention to provide a game apparatus,
an ability value display control method in a video game, an ability
value display control program, and a recording medium in which the
ability value display control program is recorded, which can
display the player character's current ability value, which changes
along with the progress of the game so that the player should grasp
the current ability value instinctively and instantaneously with no
visual impediment to the player.
[0008] In order to solve the problem, according to a first aspect
of the invention, there is provided a game apparatus which realizes
a virtual battle between characters on a display screen and changes
an ability value of the character, which value has a more
advantageous effect in the virtual battle the greater it is, and
thereby advances a game. The apparatus includes an acquisition
system that acquires a current ability value of the character,
which value changes along with a progression of the game. The
apparatus further includes a calculator that calculates a ratio of
the current ability value to a maximum ability value set in advance
for the character. The apparatus further includes a display
processor that displays the current ability value as a ratio in a
circular gauge on the display screen based on the ratio calculated
by the calculator.
[0009] Consequently, when the character's current ability value
changes along with the progression of the game, the current ability
value is displayed as a ratio of the current ability value to the
maximum ability value. Since the ability value is displayed in a
form of a circular gauge, however much the current ability value
increases, the display area of the gauge does not increase. As a
result, it is possible to display the character's current ability
value with no visual impediment to a game area in which the
character and the like are displayed. Also, as the gauge is
circular, the player is able to grasp the character's current
ability value not only through a length of a portion of the gauge
corresponding to the ratio, but also by an angle of the portion
corresponding to the ratio. Thus, the player is able to grasp the
character's current ability value instinctively and
instantaneously.
[0010] In the game apparatus, multiple types of the ability values
are provided, and the acquisition system acquires the current
ability value for each of the types. The calculator calculates the
ratio for each of the types. In addition, the display processor
divides the circular gauge into a plurality of portions according
to each of the types and displays the current ability value as a
ratio in each of the portions. Accordingly, it is possible to
display a plurality of kinds of ability value as a ratio in a
single gauge.
[0011] In the game apparatus, the display processor displays a
corresponding character in a figure as an object or a picture
inside the circular gauge. Accordingly, even in the case of a game
in which multiple characters appear, a player is able to grasp at a
glance which of the ability values displayed in the gauges is the
ability value of which character by means of the character
displayed in the figure inside the circular ring gauge.
[0012] In the game apparatus, the character is a player character
controlled in accordance with an operation by a player.
Accordingly, a player is able grasp instinctively and
instantaneously the current ability value for the player character
in which he or she is most interested.
[0013] In the game apparatus, the characters include the player
character controlled in accordance with the operation by the player
and a friendly character acting as a friend of the player character
in the game. The acquisition system acquires the ability value for
each of the player character and the friendly character. The
calculator calculates the ratio for each of the player character
and the friendly character. The display processor displays the
current ability value as a ratio for each of the player character
and the friendly character. Accordingly, a player is able to grasp
instinctively and instantaneously the current ability value for the
player character and the friendly character in which he or she is
most interested.
[0014] Also, according to a second aspect of the present invention,
there is provided an ability value display control method in a
video game, which realizes a virtual battle between characters on a
display screen and changes an ability value of the character, which
value has a more advantageous effect in the virtual battle the
greater it is, and thereby advances a game. The method includes
acquiring a current ability value of the character, which value
changes along with a progression of the game. The method further
includes calculating a ratio of the current ability value to a
maximum ability value set in advance for the character. The method
further includes displaying the current ability value as a ratio in
a circular gauge on the display screen based on the calculated
ratio.
[0015] In the ability value display control method, multiple types
of the ability values are provided, and the current ability value
is acquired for each of the types. The ratio is calculated for each
category by the calculation. In addition, the circular gauge is
divided into to multiple portions according to each of the types,
and the current ability value is displayed as a ratio in each of
the portions.
[0016] In the ability value display control method, a corresponding
character is displayed in a figure inside the circular gauge.
[0017] In the ability value display control method, the character
is a player character controlled in accordance with an operation by
a player.
[0018] In the ability value display control method, the characters
include the player character controlled in accordance with the
operation by the player and a friendly character acting as a friend
of the player character in the game. The ability value is acquired
for each of the player character and the friendly character. The
ratio is calculated for each of the player character and the
friendly character. In addition, the current ability value is
displayed as a ratio for each of the player character and the
friendly character, Consequently, a computer executing the above
steps achieves operating effects identical to those of the first
aspects.
[0019] Also, according to a third aspect of the present invention,
there is provided an ability value display control program executed
by a computer included in a game apparatus, which realizes a
virtual battle between characters on a display screen and changes
an ability value of the character, which value has a more
advantageous effect in the virtual battle the greater it is, and
thereby advances a game. The program causes the computer to acquire
a current ability value of the character, which value changes along
with a progression of the game. The program further causes the
computer to calculate a ratio of the current ability value to a
maximum ability value set in advance for the character. The program
further causes the computer to display the current ability value as
a ratio in a circular gauge on the display screen based on the
calculated ratio.
[0020] In the ability value display control program, multiple types
of the ability values are provided. The current ability value is
acquired for each of the types. The ratio is calculated for each
category by the calculation. In addition, the circular gauge is
divided into a plurality of portions according to each of the
types, and the current ability value is displayed as a ratio in
each of the portions.
[0021] In the ability value display control program, a
corresponding character is displayed in a figure inside the
circular gauge.
[0022] In the ability value display control program, the character
is a player character controlled in accordance with an operation by
a player.
[0023] In the ability value display control program, the characters
include the player character controlled in accordance with the
operation by the player and a friendly character acting as a friend
of the player character in the game. The ability value is acquired
for each of the player character and the friendly character. The
ratio is calculated for each of the player character and the
friendly character. In addition, the current ability value is
displayed as a ratio for each of the player character and the
friendly character.
[0024] Consequently, a computer executing processing in accordance
with the program achieves operating effects identical to those of
the first aspect of the invention.
[0025] Also, according to a fourth aspect of the invention, there
is provided a computer readable recording medium recording an
ability value display control program executed by a computer
included in a game apparatus, which realizes a virtual battle
between characters on a display screen and changes an ability value
of the character, which value has a more advantageous effect in the
virtual battle the greater it is, and thereby advances a game. The
program causes the computer to acquire a current ability value of
the character, which value changes along with a progression of the
game. The program further causes the computer to calculate a ratio
of the current ability value to a maximum ability value set in
advance for the character. The program further causes the computer
to display the current ability value as a ratio in a circular gauge
on the display screen based on the calculated ratio.
[0026] In the recording medium, multiple types of the ability
values are provided. The current ability value is acquired for each
of the types. The ratio is calculated for each category by the
calculations In addition, the circular gauge is divided into a
plurality of portions according to each of the types, and the
current ability value is displayed as a ratio in each of the
portions.
[0027] In the recording medium, a corresponding character is
displayed in a figure inside the circular gauge.
[0028] In the recording medium, the character is a player character
controlled in accordance with an operation by a player.
[0029] In the recording medium, the characters include the player
character controlled in accordance with the operation by the player
and a friendly character acting as a friend of the player character
in the game. The ability value is acquired for each of the player
character and the friendly character. The ratio is calculated for
each of the player character and the friendly character. In
addition, the current ability value is displayed as a ratio for
each of the player character and the friendly character.
[0030] Consequently, a computer executing processing in accordance
with the program recorded in the recording medium achieves
operating effects identical to those of the first aspect of the
invention.
[0031] According to the invention described heretofore, when a
character's current ability value changes along with a progression
of a game, the current ability value is displayed as a ratio of the
current ability value to the maximum ability value. As the display
is carried out by means of a circular gauge, however much the
current ability value increases, the display area of the gauge does
not increase. Consequently, it is possible to display the
character's current ability value with no visual impediment to a
game area in which the character and the like are displayed. Also,
as the gauge is circular, a player is able to grasp the character's
current ability value not only through a length of a portion of the
gauge corresponding to the ratio, but also by an angle of the
portion corresponding to the ratio. Accordingly, the player is able
to grasp the character's current ability value instinctively and
instantaneously. As a result, it is possible to display the player
character's current ability value, which changes along with the
progression of the game, in such a way that the player should grasp
the current ability value instinctively and instantaneously, with
no visual impediment.
BRIEF DESCRIPTION OF THE DRAWINGS
[0032] FIG. 1 is a block diagram showing an overall configuration
of a game apparatus according to an embodiment of the
invention;
[0033] FIGS. 2A and 2B are schematic diagrams showing a PC table
and an EC table, respectively, according to an embodiment of the
invention;
[0034] FIG. 3 is a flowchart showing a processing procedure
according to an embodiment of the invention;
[0035] FIG. 4 is a flowchart showing a processing procedure of
pre-game start processing according to an embodiment of the
invention;
[0036] FIG. 5 is a diagram showing a display screen example
according to an embodiment of the invention;
[0037] FIG. 6 is a flowchart showing a processing procedure of an
ability value display update process according to an embodiment of
the invention;
[0038] FIG. 7 is a flowchart showing a processing procedure of
pre-game start processing according to another embodiment of the
invention;
[0039] FIG. 8 is a diagram showing a display screen example
according to another embodiment of the invention; and
[0040] FIG. 9 is a flowchart showing a processing procedure of
ability value display update processing according to another
embodiment of the invention.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0041] Hereafter, a description will be given of an embodiment of
the invention with reference to the appended drawings. A home-use
game device is applied in the embodiments hereinafter as an
example.
[0042] FIG. 1 is a block diagram showing a configuration of a game
apparatus according to the embodiment. As shown in the figure, a
game apparatus 1 includes, for example, a game machine main body 2,
a controller 3, a memory card 4, a TV set 5 and a digital versatile
disc--read only memory (DVD-ROM) 6.
[0043] The game machine main body 2 includes, for example, a
central processing unit (CPU) 8, a read only memory (ROM) 18, a
random access memory (RAM) 9, a hard disk drive (HDD) 10, and an
interface portion 11. The game machine main body 2 further includes
a sound processor 12, a graphic processor 13, a digital versatile
disc/compact disc read only memory (DVD/CD-ROM) drive 14, a
removable DVD-ROM 6, and a communications interface 15. All of the
components are connected via a bus 7.
[0044] The CPU 8 executes a program stored in the RAM 9
sequentially based upon a basic program such as a boot program or
an operating system (OS), etc., stored in the ROM 18 to advance the
game. The CPU 8 also controls the operation of the respective
components 9 to 15.
[0045] The RAM 9 serves as a main memory of the game machine main
body 2. The RAM stores programs or data necessary for advancing the
game, which programs or data are transferred from, for example, the
DVD-ROM 6, or an external network 17, such as, for example, the
Internet, via communication interface 15. The RAM 9 also serves as
a work area when the program is executed. That is, a program
storage area 91, a data storage area 92, a work area 93 and like
are portioned in the RAM 9. The DVD/CD-ROM drive 14 reads the
programs or data stored in the program storage area 91 and the data
storage area 92 from the DVD-ROM 6 and transfers them to the RAM 9
in accordance with the control of the CPU 8. The work area 93
temporarily stores various kinds of data necessary in the game
progress.
[0046] The HDD 10 stores a Game program and data acquired from the
external network 17 via the communication interface 15 and a
communication line 16. The controller 3 and memory card 4 are
detachably connected to the interface portion 11. The interface
portion 11 controls the exchange of data between the controller 3
and the memory card 4 and the CPU 8 and RAM 9. The controller 3
includes direction keys and various buttons. A player operates
these keys and buttons to input instructions to a player's own
character for advancing the game. The instructions include, for
example, a movement instruction or an action instruction. The
player's own character includes a player character and a friendly
character to be described hereafter. In addition, the memory card 4
stores data indicating the game progress status.
[0047] The sound processor 12 executes the processing for
reproducing sound data such as background music or sound effects in
accordance with the game progress as instructed by the CPU 8. Then,
the sound processor 12 outputs a sound signal to the TV set 5.
[0048] The graphics processor 13 carries out the three-dimensional
graphics processing as instructed by the CPU 8 to generate image
data in accordance with the game progress status. The graphics
processor 13 adds a predetermined synchronization signal to the
generated image data. Then, the graphics processor 13 outputs the
image data and the synchronization signal to the TV set 5 as a
video signal.
[0049] The DVD/CD-ROM drive 14 drives the DVD-ROM 6 provided with
the game machine main body 2 as instructed by the CPU 8 Then, the
DVD/CD-ROM drive 14 transfers the programs or data stored in the
DVD-ROM 6 to the RAM 9 via the bus 7.
[0050] The communication interface 15 is connected to the external
network 17 via the communication line 16, and receives/transmits
programs or data from/to the external network 17 as instructed by
the CPU 8.
[0051] The DVD-ROM 6 stores a game program 6a including programs
and data necessary for advancing the game. The DVD/CD-ROM drive 14
drives the DVD-ROM 6 to read the program or data stored in the
DVD-ROM 6. The program or data read from the DVD-ROM 6 are
transferred from the DVD/CD-ROM drive 14 to the RAM 9 via the bus
7.
[0052] The TV set 5 includes a display screen 51 constituted by a
cathode ray tube (CRT) and the like, which displays an image
corresponding to the video signal output from the graphics
processor 13. The TV set further includes a speaker 52 for
outputting sounds corresponding to the sound signal from the sound
processor 12. A television receiver is generally used as the TV set
5.
[0053] In this embodiment according to the above configuration, the
CPU 8 allocates an area for storing information in the RAM 9. Then,
the program storage area 91, the data storage area 92, the work
area 93 and the like are reserved in the RAM 9. When the game start
is requested, information necessary for starting the game is read
from the DVD-ROM 6 to the RAM 9. Thus, the game program and the
like are stored in the program storage area 91. A player character
(PC) table 911 shown in FIG. 2A, an enemy character (EC) table 912
shown in FIG. 2B, and the like, are stored in the data storage area
92.
[0054] The PC table 911 and the EC table 912 include a current hit
point (HP), a hit point maximum value (HPMAX), a current magic
point (MP) and a magic point maximum value (MPMAX) for respective
ones of the player character (PC), friendly characters (FC1, FC2)
and the enemy characters (EC1, EC2 . . . ), which are identified in
a "character name" column. The HPMAX indicates a maximum value of
hit points given to a corresponding character in the game. The
MPMAX indicates a maximum value of magic points given to a
corresponding character in the game. The PC table 911 and the EC
table 912 further contain data of a position at which the character
is in a three-dimensional coordinate system and a screen coordinate
system indicating a position at which the character is on the
display screen 51.
[0055] In case where the player stops the game before finishing it,
the data of the PC table 911 and the EC table 912 are stored in the
memory card 4. Then, the data of the PC table 911 and the EC table
912 are read from the memory card 4 when the player restarts the
game.
[0056] At the same time, the CPU 8 executes processing shown in the
flowchart in FIG. 3 in accordance with the game program stored in
the program storage area 91. Initially, the CPU 8 executes a
pre-game start processing (step S1) FIG. 4 is a flowchart showing
details of the pre-game start processing. The CPU 8 displays a
virtual field of the game on the display screen 51 (step S101).
Next, characters are arranged on the field based on the screen
coordinate system (step S102). Then, as a result of the processing
at step S102, the player character PC and the friendly characters
FC1 and FC2, which move in accordance with an operation of the
controller 3, and the enemy characters EC1, EC2, and the like,
which are controlled by the CPU 8, are displayed on the display
screen 51 as shown in, for example, FIG. 5.
[0057] The next steps S103 to S106 are executed for respective ones
of the player character PC and the friendly characters FC1 and FC2.
Initially, a hit point ratio (HPP), which is a ratio of the current
hit points HP to the maximum hit points HPMAX set in advance for
the player character PC and the friendly characters FC1 and FC2, is
calculated by using the HP and HPMAX stored in the PC table 911.
The HPP is calculated according to the formula of HPP=HP/HPMAX
(step S103). That is, for example, where the PC table 911 is as
shown in FIG. 2A at the start of the game, the HP of the player
character PC being 50 and the HPMAX being 100, the hit point ratio
HPP is 0.5 (50%) according to the calculation HPP=50/100.
[0058] Next, a drawing angle HPA is calculated according to the
formula of HPA=HPP.times.360.degree. (step S104) That is, as for
the player character PC, the HPP being 0.5, the drawing angle HPA
is 180.degree. according to the calculation
HPA=0.5.times.360.degree.. Next, a ring gauge and character image
display processing is executed (step S105) In this processing,
circular ring gauges 21, 22 and 23 are displayed for the player
character PC and the friendly characters FC1 and FC2, respectively,
at an edge of the display screen 51. At the same time, the face
images of the player character PC and the friendly characters FC1
and FC2 are displayed in the ring gauges 21, 22 and 23,
respectively, as shown in FIG. 5. Furthermore, the drawing angle
HPA portion of the ring gauges 21, 22 and 23 are displayed in a
predetermined color (step S106) Thus, as for the player character
PC, the drawing angle HPA being 180.degree., a 180.degree. portion
of the ring gauge 21 is colored as a belt portion 21 as shown in
FIG. 5.
[0059] Also, as for the friendly character FC1, the HP being 60 and
the HPMAX being 80, the hit point ratio HPP is 0.75 according to
the calculation HPP=60/80. Thus, the drawing angle HPA is
270.degree. according to the calculation
HPA=0.75.times.360.degree.. That is, a 270.degree. portion of the
ring gauge 22 is colored as a belt portion 221 as shown in FIG. 5.
Also, as for the friendly character FC2, the HP being 20 and the
HPMAX being 75, the hit point ratio HPP is 0.27 according to the
calculation HPP=20/75. Thus, the drawing angle HPA is 97.degree.
according to the calculation HPA=0.27.times.360.degree.. That is, a
97.degree. portion of the ring gauge 23 is colored as a belt
portion 231 as shown in FIG. 5.
[0060] After the pre-game start processing (step S1) is executed,
for example, as discussed above, a detection processing is executed
to determine whether a movement instruction has been input by a key
operation to the controller 3 (step S2). This processing is
repeated until the movement instruction is input ("NO" at step S2).
When the movement instruction is input, a movement processing of
the player character PC and the friendly characters FC1 and FC2 is
executed in accordance with the input movement command ("YES" at
step S2). When the player character PC and the friendly characters
encounter an enemy character, a battle processing is executed (step
S3). That is, the image processing and the like for virtually
realizing a battle between the group of the player character PC and
the friendly characters FC1 and FC2 and the group of the enemy
characters EC1 and EC2 is executed on the display screen 51.
[0061] Next, an ability value display update processing (step S4)
is executed. Then, it is determined whether a game finishing
command has been input by a key operation of the controller 3 (step
S5). The processing from step S2 to step S5 is repeated until the
game finishing command is issued ("NO" at step S5). The processing
of the flowchart ends when the game finishing command is input
("YES" at step S5).
[0062] FIG. 6 is a flowchart showing details of the ability value
display update processing (step S4). Initially, the PC table 911
(FIG. 2A) and the EC table 912 (FIG. 2B) are updated, for example,
by adding a hit point changing amount 8HP and a magic point
changing amount .DELTA.MP, which changing amounts result from the
battle processing, to the HP and the MP, respectively (step S401)
The processing at the next steps S402 to S404 are identical to that
of S103, S104 and S106 in FIG. 4. That is, the hit point ratio HPP,
which is the ratio of the BP to the HPMAX, is calculated (step
3402) by using the HP in the PC table 911 updated in step S401.
Next, the drawing angle SPA is calculated according to the formula
of HPA=HPP.times.360.degree. (step 3403) Furthermore, the drawing
angle HPA portions of the ring gauges 21, 22 and 23 are displayed
in a predetermined color.
[0063] Thus, the lengths and angles of the belt portions 211, 221
and 231, as is shown in, for example, FIG. 5, of the ring gauges
21, 22 and 23 change in accordance with a change of the HP as the
game advances. However, as the belt portions 211, 221 and 231 only
change inside the ring gauges 21, 22 and 23, even in case where the
belt portion gets longer, there is no visual effect on a game area
501 of the display screen 51, on which the player character PC, the
friendly characters FC1 and FC2, and the enemy characters EC1 and
EC2 are displayed. Also, the player is able to grasp a character's
HP not only through the length of the belt portions 211, 221 and
231 in the ring gauges 21, 22 and 23, but also by the angles. That
is, the player is able to grasp the HP instinctively and
instantaneously. Therefore, it is possible to display the HP, which
changes in accordance with the game progress, in such a way that
the player is able to grasp the HP instinctively and
instantaneously without feeling visual impediment.
[0064] Also, as the face images of the player character PC and the
friendly characters FC1 and FC2 are displayed inside the ring
gauges 21, 22 and 23, respectively, the player is able to grasp at
a glance which of the HPs displayed by the ring gauges 21, 22 and
23 are the HPs of which character.
[0065] FIGS. 7 to 9 show another embodiment of the invention, in
which the HP and MP are displayed by a single ring gauge. FIG. 7 is
a flowchart showing a pre-game start processing in the embodiment
(step S1 shown in FIG. 3). First, a virtual field of the game is
displayed on the display screen 51 (step S111). Next, characters
are arranged on the field (step S112). As a result of the
processing at step S112, the player character PC and the friendly
characters FC1, FC2, which are instructed to move in accordance
with an operation of the controller 3, and the enemy characters
EC1, EC2 etc., which are controlled by the CPU 8, are displayed on
the display screen 51 as shown in FIG. 8.
[0066] The next steps S113 to S119 are executed for each of the
player character PC and the friendly characters FC1 and FC2.
Initially, a hit point ratio HPP, which is a ratio of the current
hit points HP to the maximum hit points HPMAX set in advance for
the player character PC and the friendly characters FC1 and FC2, is
calculated by using the HP and HPMAX stored in the PC table 911
(step S113). The HPP is obtained according to the formula of
HPP=HP/HPMAX. That is, in case where the PC table 911 is as shown
in FIG. 2A at the start of the game, the HP of the player character
being 50 and the HPMAX being 100, the hit point ratio HPP is 0.5
(50%) according to the calculation HPP=50/100.
[0067] Next, a drawing angle HPA is calculated according to the
formula of HPA=HPP.times.180.degree. (step S114). That is, as for
the player character PC, the HPP being 0.5, the drawing angle HPA
is 90.degree. according to the calculation
HPA=0.5.times.180.degree.. Next, a ring gauge and character image
display processing is executed (step S115). In this processing, as
shown in FIG. 8, circular ring gauges 21, 22, and 23 are displayed
for the player character PC and the friendly characters FC1 and
FC2, respectively, at an edge of the display screen 51, as shown in
FIG. 8. At the same time, face images of the player character PC
and the friendly characters FC1 and FC2 are displayed in the ring
gauge 21, 22 and 23, respectively. Furthermore, the drawing angle
HPA portion is displayed in the left half of the ring gauges 21, 22
and 23 in a predetermined color (step S116). That is, as for the
player character PC, the drawing angle HPA being 90.degree. as
described heretofore, a 90.degree. portion of the left half of the
ring gauge 21 is colored in a predetermined color as an HP belt
portion 212 as shown in FIG. 8.
[0068] Also, as for the friendly character FC1, the HP being 60 and
the HPMAX being 80, the hit point ratio HPP is 0.75 according to
the calculation HPP=60/80. Therefore, the drawing angle HPA is
135.degree. according to the calculation HPA=0.75.times.180.degree.
. Thus, a 135.degree. portion of the left half of the ring gauge 22
is colored an HP belt portion 222 as shown in FIG. 8. Also, as for
the friendly character FC2, the HP being 20 and the HPMAX being 75,
the hit point ratio HPP is 0.27, according to the calculation
HPP=20/75. Therefore, the drawing angle HPA is 49.degree.,
according to the calculation HPA=0.27.times.180.degree.. Thus, a
49.degree. portion of the left half of the ring gauge 23 is colored
as an HP belt portion 232 as shown in FIG. 8.
[0069] Furthermore, a magic point ratio MPP, which is a ratio of
the current magic points MP to the maximum magic points MPMAX set
in advance for the player character PC and the friendly characters
FC1 and FC2, is calculated according to the formula of MPP=MP/MPMAX
by using the MP and MPMAX stored in the PC table 911 (step S117).
That is, in case where the PC table 911 is as shown in FIG. 2A at
the start of the game, the MP of the player character PC being 1
and the MPMAX being 10, the magic point ratio MPP is 0.1 (10%)
according to the calculation MPP=1/10.
[0070] Next, a drawing angle MPA is calculated according to the
formula of MPA=MPP.times.180.degree. (step S118). Consequently, as
for the player character PC, the MPP being 0.1, the drawing angle
MPA is 18.degree. according to the calculation
MPA=0.1.times.180.degree.. Then, the drawing angle HPA portions of
the right halves of the ring gauges 21, 22 and 23 are displayed in
a predetermined color (step S119) Therefore, as for the player
character PC, the drawing angle MPA being 18.degree. as described
heretofore, an 18.degree. portion of the right half of the ring
gauge 21 is colored as an MP belt portion 213 as shown in FIG.
8.
[0071] Also, as for the friendly character FC1, the MP being 20 and
the MPMAX being 20, the magic point ratio MPP is 1. Therefore, the
drawing angle MPA is 180.degree. according to the calculation
MPA=1.times.180.degree.. That is, a 180.degree. portion of the
right half of the ring gauge 22 is colored as an MP belt portion
223 as shown in FIG. 8. Also, as for the friendly character FC2,
the MP being 20 and the MPMAX being 40, the magic point ratio MPP
is 0.5 according to the calculation MPP=20/40. Therefore, the
drawing angle MPA is 90.degree. according to the calculation
MPA=0.5.times.180.degree.. That is, a 90.degree. portion of the
right half of the ring gauge 23 is colored as an MP belt portion
233 as shown in FIG. 8.
[0072] FIG. 9 is a flowchart showing details of the ability value
display update process (step S4 shown in FIG. 3). Initially, the PC
table 911 (FIG. 2A) and the EC table 912 (FIG. 2B) are updated, for
example, by adding a hit point changing amount .DELTA.HP, which
results from the battle processing, to the HP (step S411). The
processing at next steps S412 to S417 are identical to that of
steps S113, S114 and S116 to S119 in FIG. 7. That is, the hit point
ratio HPP, which is the ratio of the HP to the HPMAX, is calculated
(step S412) by using the HP in the PC table 911 updated in step
S411. Next, the drawing angle HPA is calculated according to the
formula of HPA=HPP.times.180.degree. (step S413). Furthermore, the
drawing angle HPA portions of the left halves of the ring gauges
21, 22 and 23 are displayed in the predetermined color (step S414).
Thus, a length and angle of the belt portions 212, 222 and 232 in
the left half of the respective ring gauges 21, 22 and 23 change in
accordance with the change of the HP as the game advances.
[0073] Also, the magic point ratio MPP, which is the ratio of the
MP to the MPMAX, is calculated (step S415) by using the MP in the
PC table 911 updated in step 5411. Next, the drawing angle MPA is
calculated according to the formula of MPA=MPP.times.180.degree.
(step S416). Furthermore, the drawing angle MPA portions of the
right halves of the ring gauges 21, 22 and 23 are displayed in the
predetermined color (step S417). Thus, a length and angle of the
belt portions 213, 223 and 233 in the right half of the respective
ring gauges 21, 22 and 23 change in accordance with the change of
the HP as the game advances From the foregoing, according to the
embodiment, it is possible to display the HP and MP as a ratio
using the single ring gauges.
[0074] Although, in the embodiment, a circular ring gauge is used,
without being limited to a circular form, gauges of other forms may
be used as long as it is elliptical or polygonal. Also, in the
embodiment, one kind (HP} and two kinds (HP and MP) of ability
values are displayed in a form of a single ring gauge. However,
additional kinds of ability values may be displayed by using a
single ring gauge.
[0075] Also, a home-use game device is used as a platform in this
embodiment. However, the present invention may be implemented using
general-purpose computers such as personal computers and like or
arcade game machines, or portable games machine, PDAs or cellular
telephones as a platform.
[0076] Also, in this embodiment, the program and data for
implementing the present invention are stored in a DVD-ROM, and the
DVD-ROM is used as a recording medium. However, the recording
medium is not limited to the DVD-ROM, and other computer-readable
magnetic or optical recording mediums, or a semiconductor memory
may be used as the recording medium. Furthermore, the program or
data for implementing the present invention may be provided by
pre-installing them in a storage apparatus of a game machine or a
computer.
[0077] Furthermore, the program or data for implementing the
present invention may be downloaded to the HDD 10 by the interface
portion 15 from other devices on the network 17 connected to the
interface portion via the communications line 16. Also, the program
or the data may be stored in memories of the other devices on the
communications line 16. Then, the program or the data may be
sequentially stored in the RAM 9 via the communications line 16
when needed.
[0078] In addition, the program or the data for implementing the
present invention may be provided as a computer data signal
superimposed on a carrier wave from other devices on the network
17. In this case, the computer interface 15 requests the other
devices on the network 17 to transmit the computer data signal, and
the PAM 9 stores the transmitted computer data. Thus, the present
invention may be implemented by the game apparatus 1 using the
program or the data stored in the RAM 9 as above.
[0079] Also, although the game by two-dimensional image processing
is described as an example in the embodiment, the invention may be
applied to a game using three-dimensional image processing.
[0080] Although the invention has been described with reference to
several exemplary embodiments, it is understood that the words that
have been used are words of description and illustration, rather
than words of limitation. Changes may be made within the purview of
the appended claims, as presently stated and as amended, without
departing from the scope and spirit of the invention in its
aspects. Although the invention has been described with reference
to particular means, materials and embodiments, the invention is
not intended to be limited to the particulars disclosed; rather,
the invention extends to all functionally equivalent structures,
methods, and uses such as are within the scope of the appended
claims.
* * * * *