U.S. patent application number 14/331981 was filed with the patent office on 2014-11-06 for non-transitory information processing device-readable storage medium, and information processing device.
This patent application is currently assigned to DeNA Co., Ltd.. The applicant listed for this patent is DeNA Co., Ltd.. Invention is credited to Shigeo SUGIYAMA.
Application Number | 20140329595 14/331981 |
Document ID | / |
Family ID | 48713041 |
Filed Date | 2014-11-06 |
United States Patent
Application |
20140329595 |
Kind Code |
A1 |
SUGIYAMA; Shigeo |
November 6, 2014 |
NON-TRANSITORY INFORMATION PROCESSING DEVICE-READABLE STORAGE
MEDIUM, AND INFORMATION PROCESSING DEVICE
Abstract
The program according to the present invention is a program
executed by an information processing device including a display
unit that displays a game screen, to display on the display unit, a
game screen including an operation area that allows a player to
input a consumption amount of a consumption parameter that is to be
consumed in a game, to allow the player to input the consumption
amount through the operation area when the operation area is
displayed on the game screen, and highlight a mark indicating the
consumption amount input, in the operation area, and to display a
consumption state of the consumption parameter on the game screen
by changing a display status of the operation area according to the
consumption amount consumed when the consumption parameter has been
consumed by the consumption amount input.
Inventors: |
SUGIYAMA; Shigeo; (Tokyo,
JP) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
DeNA Co., Ltd. |
Tokyo |
|
JP |
|
|
Assignee: |
DeNA Co., Ltd.
Tokyo
JP
|
Family ID: |
48713041 |
Appl. No.: |
14/331981 |
Filed: |
July 15, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
13940148 |
Jul 11, 2013 |
8814685 |
|
|
14331981 |
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Current U.S.
Class: |
463/31 |
Current CPC
Class: |
A63F 13/537
20140902 |
Class at
Publication: |
463/31 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Foreign Application Data
Date |
Code |
Application Number |
Jul 13, 2012 |
JP |
2012-157892 |
Claims
1-6. (canceled)
7. A non-transitory computer-readable storage medium storing a game
program that is executed by a computer including a processor and a
memory, the game program instructing the computer to: generate a
game screen including an operation area that allows a player to
input an amount of points to be consumed in a game, the operation
area having unit areas, of an amount corresponding to a consumable
amount of points, each arranged in a row, and a consumption
operation area that allows the player perform an input to consume
the points; receive the input of the amount of points to be
consumed from the player by allowing the player to select any one
of the unit areas that is arranged in the row, when the game screen
is displayed; and display on the game screen the amount of points
to be consumed in the game by highlighting the unit area selected
by the player in the operation area, and further, display in the
consumption operation area text information corresponding to the
amount of points to be consumed in the game, when receiving the
input of the amount of points to be consumed from the player.
8. The computer-readable storage medium according to claim 7,
wherein the game program further instructs the computer to: receive
an input to consume the points from the player by having the player
select the consumption operation area when the game screen is
displayed; and display a consumption state of the points on the
game screen by changing a display state of the operation area
according to the amount of points to be consumed when receiving the
input to consume the points from the player.
9. The computer-readable storage medium according to claim 7,
wherein the game program further instructs the computer to: receive
an input of an amount of points to be recovered from the player;
and display on the game screen a recovery state of the points by
changing a display state of the operation area according to the
amount of points to be recovered when receiving the input of the
amount of points to be recovered from the player.
10. An information processing device, comprising: a screen
generating unit that generates a game screen including an operation
area that allows a player to input an amount of points to be
consumed in a game, the operation area having unit areas, of an
amount corresponding to a consumable amount of points, each
arranged in a row, and a consumption operation area that allows the
player perform an input to consume the points; a reception unit
that receives the input of the amount of points to be consumed from
the player by allowing the player to select any one of the unit
areas that is arranged in the row, when the game screen is
displayed; and a screen display control unit that displays on the
game screen the amount of points to be consumed in the game by
highlighting the unit area selected by the player in the operation
area, and that further, displays in the consumption operation area
text information corresponding to the amount of points to be
consumed in the game, when receiving the input of the amount of
points to be consumed from the player.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] The present application claims priority upon Japanese Patent
Application No. 2012-157892 filed on Jul. 13, 2012 which is herein
incorporated by reference.
BACKGROUND
[0002] 1. Technical Field
[0003] This invention relates to a non-transitory information
processing device-readable storage medium and an information
processing device.
[0004] 2. Related Art
[0005] A game device is known that displays on a game screen an
index (e.g., a gauge) indicating the consumption state of the
consumption parameter when the consumption parameter is consumed in
a game (for example, see Japanese Laid-Open Patent Publication No.
2004-129960).
[0006] In such a game device, a player can visually recognize the
consumption state of the consumption parameter by moving his/her
eye to the index displayed on the game screen.
[0007] However, there was a need for a player to take his/her eyes
off the index displayed on the game screen to perform a manipulated
input when the player were to perform such as a game play that has
an effect on the changes in the consumption parameter.
SUMMARY
[0008] The present invention has been conceived in view of the
above issue, and an object thereof is to reduce the amount of
movement of the player's eye while improving the ease of
operation.
[0009] An aspect of the invention to solve the above and other
problems is a non-transitory information processing device-readable
storage medium storing a program for causing an information
processing device including a display unit that displays a game
screen, the program instructing the information processing device
to perform the following processes of
[0010] displaying on the display unit, a game screen including an
operation area that allows a player to input a consumption amount
of a consumption parameter that is to be consumed in a game;
[0011] allowing the player to input the consumption amount through
the operation area when the operation area is displayed on the game
screen, and highlighting a mark indicating the consumption amount
input, in the operation area; and
[0012] displaying a consumption state of the consumption parameter
on the game screen by changing a display status of the operation
area according to the consumption amount consumed when the
consumption parameter has been consumed by the consumption amount
input.
[0013] Other features of the present invention will become apparent
from the description in the detailed description of the invention
and the attached drawings.
BRIEF DESCRIPTION OF DRAWINGS
[0014] FIG. 1 illustrates an example of an overall configuration of
the game system 1.
[0015] FIG. 2 is a block diagram of a functional configuration of a
server device 10.
[0016] FIG. 3 is a block diagram of a functional configuration of a
player terminal 20.
[0017] FIG. 4 illustrates an example of a data structure of card
information.
[0018] FIG. 5 illustrates an example of a data structure of
recovered item information.
[0019] FIG. 6 illustrates an example of a data structure of player
information.
[0020] FIG. 7 illustrates an example of a data structure of owned
card information.
[0021] FIG. 8 illustrates an example of a data structure of owned
recovered item information.
[0022] FIG. 9 illustrates an example of a data structure of enemy
character information.
[0023] FIG. 10A illustrates an example of changes in the screen
when one battle energy point is consumed to battle.
[0024] FIG. 10B illustrates an example of changes in the screen
when one battle energy point is consumed to battle.
[0025] FIG. 10C illustrates an example of changes in the screen
when one battle energy point is consumed to battle.
[0026] FIG. 10D illustrates an example of changes in the screen
when one battle energy point is consumed to battle.
[0027] FIG. 10E illustrates an example of changes in the screen
when one battle energy point is consumed to battle.
[0028] FIG. 10F illustrates an example of changes in the screen
when one battle energy point is consumed to battle.
[0029] FIG. 11A illustrates an example of changes in the screen
when two battle energy points are consumed to battle.
[0030] FIG. 11B illustrates an example of changes in the screen
when two battle energy points are consumed to battle.
[0031] FIG. 11C illustrates an example of changes in the screen
when two battle energy points are consumed to battle.
[0032] FIG. 11D illustrates an example of changes in the screen
when two battle energy points are consumed to battle.
[0033] FIG. 12A illustrates an example of changes in the screen
when all battle energy points are consumed to battle.
[0034] FIG. 12B illustrates an example of changes in the screen
when all battle energy points are consumed to battle.
[0035] FIG. 13A illustrates an example of changes in the screen
when one battle energy point is recovered to battle.
[0036] FIG. 13B illustrates an example of changes in the screen
when one battle energy point is recovered to battle.
[0037] FIG. 13C illustrates an example of changes in the screen
when one battle energy point is recovered to battle.
[0038] FIG. 13D illustrates an example of changes in the screen
when one battle energy point is recovered to battle.
[0039] FIG. 14A illustrates an example of changes in the screen
when two battle energy points are recovered to battle.
[0040] FIG. 14B illustrates an example of changes in the screen
when two battle energy points are recovered to battle.
[0041] FIG. 14C illustrates an example of changes in the screen
when two battle energy points are recovered to battle.
[0042] FIG. 15A illustrates an example of changes in the screen
when all battle energy points are recovered to battle.
[0043] FIG. 15B illustrates an example of changes in the screen
when all battle energy points are recovered to battle.
[0044] FIG. 16 illustrates an example of the game screen for
selecting a recovery item.
[0045] FIG. 17 illustrates another example of changes in the screen
when consuming battle energy to battle.
[0046] FIG. 18 illustrates another example of changes in the screen
when recovering battle energy to battle.
DETAILED DESCRIPTION OF THE INVENTION
[0047] From the description in the detailed description of the
invention and the accompanied drawings, at least the following
matters will be apparent.
[0048] In other words, a non-transitory information processing
device-readable storage medium storing a program for causing an
information processing device including a display unit that
displays a game screen, the program instructing the information
processing device to perform the following processes of
[0049] displaying on the display unit, a game screen including an
operation area that allows a player to input a consumption amount
of a consumption parameter that is to be consumed in a game;
[0050] allowing the player to input the consumption amount through
the operation area when the operation area is displayed on the game
screen, and highlighting a mark indicating the consumption amount
input, in the operation area; and
[0051] displaying a consumption state of the consumption parameter
on the game screen by changing a display status of the operation
area according to the consumption amount consumed when the
consumption parameter has been consumed by the consumption amount
input.
[0052] According to such a program, since the player's eye is moved
to the operation area on the game screen in both the case where the
player inputs the consumption amount of the consumption parameter
and the case where the consumption state of the consumption
parameter is recognized by the player, the amount of movement of
the player's eye can be reduced while improving the ease of
operation.
[0053] Further, the information processing device-readable storage
medium, wherein the program instructs the information processing
device to,
[0054] allow the player to input a recovery amount of the
consumption parameter through the operation area when the operation
area is displayed on the game screen, and highlighting a mark
indicating the recovery amount input, in the operation area;
and
[0055] display a recovery state of the consumption parameter on the
game screen by changing a display status of the operation area
according to the recovery amount when the consumption parameter has
recovered by the recovery amount input.
[0056] According to such a program, since the player's eye is moved
to the operation area on the game screen in both the case where the
player inputs the recovery amount of the consumption parameter and
the case where the recovery state of the consumption parameter is
recognized by the player, the amount of movement of the player's
eye can be reduced while improving the ease of operation.
[0057] Further, the information processing device-readable storage
medium, wherein the program may instruct the information processing
device to,
[0058] allow the player perform an input to cancel the recovery
amount input, through the operation area when the operation area is
displayed on the game screen.
[0059] According to such a program, since the player's eye is moved
to the operation area on the game screen in both the case where the
recovery state of the consumption parameter is recognized by the
player and the case where the input for cancelling the recovery
amount is performed by the player, the amount of movement of the
player's eye can be reduced while improving the ease of
operation.
[0060] Further, the information processing device-readable storage
medium, wherein the program instructs the information processing
device to,
[0061] display on the display unit, a game screen having arranged
proximate the operation area a consumption operation area that
allows the player to perform a manipulated input to consume the
consumption parameter by the consumption amount input through the
operation area; and
[0062] display on the consumption operation area, text information
corresponding to the consumption amount input, when the consumption
amount is input by the player through the operation area.
[0063] According to such a program, since text information
corresponding to the input consumption amount is displayed in the
consumption operation area, a manipulated input can be performed
while the player confirms the consumption amount input by the
player himself/herself.
Embodiment
Configuration of Game System 1
[0064] FIG. 1 illustrates an example of an overall configuration of
a game system 1 according to the present embodiment. The game
system 1 provides various types of services related to games to a
player over a network 2 (for example, the Internet). And the game
system 1 includes a server device 10 and a plurality of player
terminals 20.
Configuration of Server Device 10
[0065] FIG. 2 is a block diagram of a functional configuration of a
server device 10 according to the present embodiment. The server
device 10 is an information processing device (for example,
workstations, personal computers and etc.) used by the system
administrator and the like when operating and managing game
services, and can deliver game programs operable on the player
terminal 20 and Web pages and the like created in markup languages
(HTML etc.) that comply with the standards of the player terminal
20, upon reception of various commands (requests) from the player
terminal 20. The server device 10 includes a control unit 11, a
data storage unit 12, an input unit 13, a display unit 14, and a
communication unit 15.
[0066] The control unit 11 is a unit that transfers data among the
units and controls the entire server device 10, and is implemented
by a central processing unit (CPU) executing a program stored in a
certain memory. The control unit 11 according to the present
embodiment includes a reception unit 111, a battle processing unit
112, and an image generating unit 113.
[0067] The reception unit 111 has a function to perform processes
of receiving various operation commands (requests) of the player
from the player terminal 20 over the network 2.
[0068] The battle processing unit 112 has a function to perform
game processes relating to a battle game. The battle processing
unit 112 of the present embodiment performs such as a process of
starting a battle game by consuming a consumption parameter and
determining the outcome of the battle, and a process of recovering
the consumption parameter consumed in a battle game.
[0069] The image generating unit 113 has a function to perform a
process for generating various image data such as an operation
image and a game image for allowing the player to play a game.
[0070] The data storage unit 12 has a read only memory (ROM) and a
random access memory (RAM) : the ROM is a read-only storage region
in which system programs are stored, and the RAM is a rewritable
storage region which is used as a work area for computing processes
performed by the control unit 11. The data storage unit 12 is
realized, for example, by a non-volatile storage device such as a
flash memory or a hard disk and the like. The data storage unit 12
according to the present embodiment stores card information being
information related to a game card used in a game, player
information being information related to the player, enemy
character information being information related to the enemy
character, and recovery item information being information related
to the recovery item used in a game.
[0071] The input unit 13 is a unit with which a system
administrator, etc. inputs various types of data (for example, card
information and the like), and is realized by, for example, a
keyboard a mouse, and the like.
[0072] The display unit 14 is a unit which displays operating
screens for the system administrator according to commands from the
control unit 11, and is realized, for example, by a liquid crystal
display (LCD) and the like.
[0073] The communication unit 15 is a unit that functions as a
reception unit for receiving and transmitting various information
between the player terminal 20 over the network 2. The
communication unit 15 is realized, for example, by a network
interface card (NIC) and the like.
Configuration of Player Terminal 20
[0074] FIG. 3 is a block diagram of a functional configuration of a
player terminal 20. The player terminal 20 of the present
embodiment is an information processing device (for example, a
mobile telephone terminal, a smartphone etc.) used by a player when
playing a game and can make a request to the server device 10 to
have various information (game programs, Web pages etc.) relating
to games delivered. Since the player terminal 20 has a Web browser
function for allowing the player to browse Web pages, the player
terminal 20 can display Web pages (game play images etc.)
distributed from the server device 10 on the screen. The player
terminal 20 includes a terminal control unit 21, a terminal storage
unit 22, a terminal input unit 23, a terminal display unit 24, and
a terminal communication unit 25.
[0075] The terminal control unit 21 is a unit that transfers data
among the units and controls the entire player terminal 20. The
terminal control unit 21 is realized by a central processing unit
(CPU) executing a program stored in a certain memory. The terminal
control unit 21 of the present embodiment also functions as an
image display control unit for controlling the display state of the
game screen displayed on the terminal display unit 24.
[0076] The terminal storage unit 22 is connected to the terminal
control unit 21 through a bus. In accordance with commands from the
terminal control unit 21, processes are performed for the data
stored in the terminal storage unit 22 to be looked up, read, and
rewritten. The terminal storage unit 22 is realized by, for
example, a flash memory, a hard disk and the like.
[0077] The terminal input unit 23 is a unit with which the player
performs various operations (game operations and the like), and is
realized, for example, by an operating button, a touchscreen or the
like.
[0078] The terminal display unit 24 is a unit for displaying a game
screen (game image, operation image and the like) according to
commands from the terminal control unit 21, and is realized, for
example, by a liquid crystal display (LCD) and the like.
[0079] The terminal communication unit 25 is a unit for
communicating between the server device 10 and has a function of a
reception unit that receives various data an signals sent from the
server device 10 and a function of a transmission unit that
transmits to the server device 10 various data and signals in
response to commands from the terminal control unit 21. The
terminal communication unit 25 is realized, for example, by a
network interface card (NIC) and the like.
Data Structure
[0080] FIG. 4 illustrates an example of a data structure of card
information stored in the data storage unit 12 of the server device
10. This card information includes items (fields) of card ID;
character name; level of character; attack power; defense power;
hit point and the like. A card ID is identification information for
identifying a game card. A character name is information indicating
the name of the character. The level, attack power, defense power
and hit point of the character are parameters that indicate the
skill values set to the character.
[0081] FIG. 5 shows an example of a table of data configuration of
recovery item information stored in the data storage unit 12 of the
server device 10. This recovery item information includes items of
recovery item ID; recovery item name; recovery item price; recovery
item value and the like. The recovery item ID is identification
information for identifying recovery items. The recovery item name
is information indicative of the display name of the recovery item.
The recovery item price is information indicative of the value of
the item in virtual currency. The recovery item value is data
indicative of the recovery amount when the recovery item is
used.
[0082] FIG. 6 shows an example of a table of data configuration of
player information stored in the data storage unit 12 of the server
device 10. This player information includes items of player ID;
virtual currency; battle energy; owned card information; owned
recovery item information and the like.
[0083] The player ID is identification information for identifying
players. Virtual currency is information indicative of the amount
of virtual currency owned by the player. This virtual currency is
updated when the player has acquired the virtual currency or when
the player has consumed (e.g., when the player has purchased a
recovery item and the like) the virtual currency. Battle energy is
an example of a consumption parameter and is data consumed by
battling with an enemy character. In the present embodiment, a
player can start a battle with an enemy character by consuming
battle energy (reducing the value of battle energy). In other
words, when the player lacks battle energy, the player is unable to
battle with an enemy character. Owned card information is
information indicative of game cards owned by the player
(hereinafter also called owned card). Owned recovery item
information is information indicative of recovery items owned by
the player.
[0084] FIG. 7 illustrates an example of a data structure of owned
card information included in player information. This owned card
information includes items of owned card ID; level of owned card;
attack power; defense power; hit points; acquisition dates and
times and the like. Owned card ID is identification information for
identifying owned cards. The level of the owned card, attack power,
defense power, and hit points are parameters indicative of skill
values set for the character associated with the owned card. These
various parameters are updated in response to such as the outcome
of the battle game. The acquisition date and time is information
indicative of date and time the owned card was acquired by the
player.
[0085] FIG. 8 illustrates an example of a data structure of owned
recovery item information included in player information. This
owned recovery item information includes items of item ID; quantity
owned; recovery value and the like of the recovery items. This
recovery item is an item that can recover the consumption parameter
consumed in a game. The item ID of the recovery item is
identification information for identifying the recovery item owned
by the player. The quantity owned is information indicative of the
quantity of the recovery item owned by the player. The recovery
value is data indicative of the recovery amount of the recovery
item owned by the player.
[0086] FIG. 9 illustrates an example of a data structure of enemy
character information stored in the data storage unit 12 of the
server device 10. This enemy character information includes various
items of enemy character ID; enemy character name; level of enemy
character; attack power; defense power; life (HP) and the like. The
enemy character ID is identification information for indentifying
an enemy character. The enemy character name is information
indicative of the display name of the enemy character. The level,
attack power, defense power and the life (HP) of the character are
parameters that indicate the skill values set to the character.
Game Outline
[0087] Here, an outline of the game provided by the game system 1
of the present embodiment is described. The game system 1 provides
a battle game that is played using game cards (virtual cards used
in a virtual space in the game) as an example of a game
content.
Battle Game
[0088] In the game system 1 of the present embodiment, the player
can own a plurality of game cards having game characters associated
thereto. The player can play a battle game using a game card
(character) selected from a plurality of game cards owned by the
player. When a battle game is started by consuming battle energy
(consumption parameter) required for a battle game, the control
unit 11 determines the enemy character for battling with the
character selected by the player and based on the various
parameters (attack power, defense power, hit points and life etc.)
set to the various characters, determines the outcome of the battle
between these characters.
Recovery of Consumption Parameter
[0089] In the battle game of the present embodiment, a battle game
with an enemy character cannot be started when there is not enough
battle energy (consumption parameter). For this reason, a player
can recover battle energy consumed in a battle game by using a
recovery item. Note that, in the present embodiment, battle energy
can be recovered with time without using a recovery item.
Operation Example of Game System 1
[0090] Description will be given of an operation example of the
game system 1 according to the present embodiment.
[0091] First, in the player terminal 20, upon reception of a
manipulated input by the player to start a game from the terminal
input unit 23, the terminal control unit 21 transmits a command
(battle start request) for starting a battle game to the server
device 10 via the terminal communication unit 25.
[0092] Next, at the server device 10, when the reception unit 111
receives a battle start request transmitted from the player
terminal 20, the battle processing unit 112 determines by a random
selection whether or not there had been an encounter with an enemy
character as a result of a search. When the battle processing unit
112 determines that there has been an encounter with an enemy
character, the battle processing unit 112 refers to the enemy
character information shown in FIG. 9 and determines the enemy
character allowed to appear as the opponent. Then the battle
processing unit 112 refers to the player information shown in FIG.
6 to judge whether or not the battle energy of the player is equal
to or greater than a predetermined point (e.g., one point or more).
When judging that there are enough points, the battle processing
unit 112 consumes battle energy to make the image generating unit
113 generate a game image (image data) for battling, and when
judging that there are not enough points, recovers the battle
energy and makes the image generating unit 113 generate a game
image (image data) for battling. Then the battle processing unit
112 transmits the game image (image data) generated by the image
generating unit 113 to the player terminal 20 of the requestor via
the communication unit 15.
[0093] Subsequently, the player terminal 20 displays a game screen
on the terminal display unit 24 based on the game image (image
data) transmitted from the server device 10.
[0094] FIG. 10 illustrates an example of changes in the screen when
one point of battle energy is consumed to battle. An enemy
character area 51, an operation area 52, and a consumption
operation area 53 are included in the game screen 50 displayed on
the terminal display unit 24.
[0095] The image of the enemy character that has appeared as the
opponent, enemy character name, enemy character life (HP) and the
like are included in the enemy character area 51. The player can
estimate as an index the points to be consumed by referring to the
life (HP) of the enemy character.
[0096] The operation area 52 is an area where the player inputs the
amount of battle energy (one to three points) to be consumed and
includes a first area 521 corresponding to one point of battle
energy, a second area 522 corresponding to two points thereof, and
a third area 533 corresponding to three points thereof. The
operation area 52 also functions as an index indicating the
consumption state of battle energy by changing the display
mode.
[0097] The consumption operation area 53 is an area where a player
performs a manipulated input to consume battle energy by an amount
of points input through the operation area 52. The consumption
operation area 53 has displayed text information that corresponds
to the points input through the operation area 52.
[0098] The terminal control unit 21 firstly displays the game
screen 50 shown in FIG. 10A on the terminal display unit 24. Here,
since the battle energy is three points, all areas from the first
area 521 to the third area 523 are displayed in the operation area
52. Further, since three points is selected as the consumption
amount of battle energy, the third area 523 is highlighted (shown
with a thick black frame in the figure).
[0099] Then the terminal control unit 21 displays the game screen
50 shown in FIG. 10B by selecting the first area 521 through a
player operating the terminal input unit 23, when displaying the
game screen 50 shown in FIG. 10A on the terminal display unit 24.
At this time, the terminal control unit 21 highlights the first
area 521 as well as displays "CONSUME ONE AND BATTLE" as text
information in the consumption operation area 53.
[0100] Next, when the player selects the consumption operation area
53 when the game screen 50 shown in FIG. 10B is displayed on the
terminal display unit 24, the terminal control unit 21 displays the
game screen 50 shown in FIG. 10C. At this time, the terminal
control unit 21 clears the third area 523, highlights the second
area 522 and displays "CONSUME TWO AND BATTLE" in the consumption
operation area 53.
[0101] Thereafter, when the player selects the first area 521 when
the game screen 50 shown in FIG. 10C is displayed on the terminal
display unit 24, the terminal control unit 21 displays the game
screen 50 shown in FIG. 10D. At this time, the terminal control
unit 21 highlights the first area 521 and displays "CONSUME ONE AND
BATTLE" in the consumption operation area 53.
[0102] Next, when the player selects the consumption operation area
53 when the game screen 50 shown in FIG. 10D is displayed on the
terminal display unit 24, the terminal control unit 21 displays the
game screen 50 shown in FIG. 10E. At this time, the terminal
control unit 21 clears the second area 522 and the third area 523,
highlights the first area 521 and displays "CONSUME ONE AND BATTLE"
in the consumption operation area 53.
[0103] Thereafter, when the player selects the consumption
operation area 53 when the game screen 50 shown in FIG. 10E is
displayed on the terminal display unit 24, the terminal control
unit 21 displays the game screen 50 shown in FIG. 10F. At this
time, the terminal control unit 21 clears the first area 521 to the
third area 523 and displays "LET'S RECOVER BATTLE ENERGY!" in the
consumption operation area 53. When this text information is
displayed on the consumption operation area 53, the terminal
control unit 21 makes a setting such that the player cannot select
the consumption operation area 53.
[0104] In this way, when the player consumes battle energy until
the battle energy reaches zero points, there will be shortage of
battle energy so that a battle with an appearing enemy character
cannot be started.
[0105] FIG. 11 illustrates an example of changes in the screen when
two points of battle energy is consumed to battle.
[0106] The terminal control unit 21 firstly displays the game
screen 50 shown in FIG. 11A on the terminal display unit 24. Here,
all areas from the first area 521 to the third area 523 are
displayed in the operation area 52, and the third area 523 is
highlighted (shown with a thick black frame in the figure).
[0107] Then, when the player selects the second area 522 when the
game screen 50 shown in FIG. 11A is displayed on the terminal
display unit 24, the terminal control unit 21 displays the game
screen 50 shown in FIG. 11B. At this time, the terminal control
unit 21 highlights the second area 522 and displays "CONSUME TWO
AND BATTLE" in the consumption operation area 53.
[0108] Next, when the player selects the consumption operation area
53 when the game screen 50 shown in FIG. 11B is displayed on the
terminal display unit 24, the terminal control unit 21 displays the
game screen 50 shown in FIG. 11C. At this time, the terminal
control unit 21 clears the second area 522 and the third area 523,
highlights the first area 521 and displays "CONSUME ONE AND BATTLE"
in the consumption operation area 53.
[0109] Thereafter, when the player selects the consumption
operation area 53 when the game screen 50 shown in FIG. 11C is
displayed on the terminal display unit 24, the terminal control
unit 21 displays the game screen 50 shown in FIG. 11D. At this
time, the terminal control unit 21 clears the first area 521 to the
third area 523 and displays "LET'S RECOVER BATTLE ENERGY!" in the
consumption operation area 53.
[0110] In this way, when the battle energy reaches zero points, a
battle with an appearing enemy character cannot be started.
[0111] FIG. 12 illustrates an example of changes in the screen when
all battle energy are consumed to battle.
[0112] The terminal control unit 21 firstly displays the game
screen 50 shown in FIG. 12A on the terminal display unit 24. Here,
since all areas from the first area 521 to the third area 523 are
displayed and three points are selected as the consumption amount
of battle energy, the third area 523 is highlighted (shown with a
thick black frame in the figure).
[0113] Then, when the player selects the consumption operation area
53 when the game screen 50 shown in FIG. 12A is displayed on the
terminal display unit 24, the terminal control unit 21 displays the
game screen 50 shown in FIG. 12B. At this time, the terminal
control unit 21 clears the first area 521 to the third area 523 and
displays "LET'S RECOVER BATTLE ENERGY!" in the consumption
operation area 53.
[0114] In this way, when the battle energy reaches zero points, a
battle with an appearing enemy character cannot be started.
[0115] As described above, the consumption state of battle energy
can be displayed on the game screen by changing the display status
of the operation screen 52 according to the consumed points, with
the changing of the screens shown in FIGS. 10 to 12. And since text
information corresponding to the selected number of points in the
operation area 52 is displayed on the consumption operation area
53, the player himself/herself can confirm the consumption amount
while performing a manipulated input. Further, since the player's
eye is moved to the operation area 52 on the game screen in both
the case where the amount of consumed battle energy is input by the
player and the case where the consumption status of battle energy
is recognized by the player, the amount of movement of the player's
eye is reduced while improving the ease of operation.
[0116] Note that the player terminal 20 accesses the server device
10 when the player selects the consumption operation area 53. In
the server device 10, the reception unit 111 receives a player's
manipulated input information through the player terminal 20, the
battle processing unit 112 updates player information (see FIG. 6)
based on the consumed battle energy, and performs a battle
processing that determines the outcome of the battle between the
player character and the enemy character. In this battle
processing, parameters such as attack power, defense power, hit
points of the player character (see FIG. 7) and the parameters such
as attack power, defense power, life (HP) of the enemy character
(see FIG. 9) are referred.
[0117] FIG. 13 illustrates an example of changes in the screen when
one point of consumed battle energy is recovered to battle.
[0118] The terminal control unit 21 firstly displays the game
screen 50 shown in FIG. 13A on the terminal display unit 24. Here
since the battle energy of the player is zero points, all areas
from the first area 521 to the third area 523 are cleared from the
operation area 52. Further, "LET'S RECOVER BATTLE ENERGY!" is
displayed in the consumption operation area 53.
[0119] Then the terminal control unit 21 displays a game screen
that allows the player select a recovery item, on the terminal
display unit 24, in response to a manipulated input by the player.
FIG. 16 shows an example of a game screen that allows the player
select a recovery item and includes such as item A (also displays
the quantity owned etc.) that recovers the battle energy by one
point and item B (also displays the quantity owned etc.) that
recovers all the battle points. Here, item A is assumed to be
selected.
[0120] Next, when item A is selected by the player when game screen
50 shown in FIG. 16 is displayed on the terminal display unit 24,
the terminal control unit 21 displays the game screen 50 shown in
FIG. 13B. At this time, the terminal control unit 21 highlights the
first area 521 as well as displays "RECOVER ONE, CONSME ONE AND
BATTLE" in the consumption operation area 53.
[0121] Subsequently, when item A is selected by the player again
when the game screen 50 shown in FIG. 16 is displayed on the
terminal display unit 24, then the terminal control unit 21
displays the first area 521, highlights the second area 522 and
displays "RECOVER ONE, CONSUME TWO AND BATTLE" on the consumption
operation area 53, as shown in FIG. 13C.
[0122] And subsequently thereafter, when item A is further selected
by the player when the game screen 50 shown in FIG. 16 is displayed
on the terminal display unit 24, then the terminal control unit 21
displays the first area 521 and the second area 522, highlights the
second area 523 and displays "RECOVER ONE, CONSUME THREE AND
BATTLE" on the consumption operation area 53.
[0123] By recovering battle energy of one or more points in this
way, the player can battle with the appearing enemy character.
[0124] FIG. 14 illustrates an example of changes in the screen when
two points of consumed battle energy are recovered to battle.
[0125] The terminal control unit 21 firstly displays the game
screen 50 shown in FIG. 14A on the terminal display unit 24. Here
all areas from the first area 521 to the third area 523 are cleared
and "LET'S RECOVER BATTLE ENERGY!" is displayed in the consumption
operation area 53.
[0126] Then, when two item As for recovering one point of battle
energy are selected by the player when game screen 50 shown in FIG.
16 is displayed on the terminal display unit 24, the terminal
control unit 21 displays the first area 521 and highlights the
second area 522 as well as displays "RECOVER TWO, CONSUME TWO AND
BATTLE" in the consumption operation area 53, as shown in FIG.
14B.
[0127] Subsequently, when one item A is selected by the player when
game screen 50 shown in FIG. 16 is displayed on the terminal
display unit 24, the terminal control unit 21 displays the first
area 521 and the second area 522 and highlights the third area 523
as well as displays "RECOVER ONE, CONSUME THREE AND BATTLE" in the
consumption operation area 53, as shown in FIG. 14C.
[0128] When one or more points of battle energy are recovered in
this way, the player can battle with the appearing enemy
character.
[0129] FIG. 15 illustrates an example of changes in the screen when
all points of consumed battle energy are recovered to battle.
[0130] The terminal control unit 21 firstly displays the game
screen 50 shown in FIG. 15A on the terminal display unit 24. Here
all areas from the first area 521 to the third area 523 are cleared
and "LET'S RECOVER BATTLE ENERGY!" is displayed in the consumption
operation area 53.
[0131] Subsequently, when item B for completely recovering the
battle energy is selected by the player when game screen 50 shown
in FIG. 16 is displayed on the terminal display unit 24, the
terminal control unit 21 displays the first area 521 and the second
area 522 and highlights the third area 523 as well as displays
"RECOVER THREE, CONSUME THREE AND BATTLE" in the consumption
operation area 53, as shown in FIG. 15B.
[0132] When battle energy is completely recovered in this way, the
player can battle with the appearing enemy character.
[0133] As described above, the recovery state of battle energy can
be displayed on the game screen by changing the display status of
the operation screen 52 according to the recovered number of
points, with changes in the screens shown in FIGS. 13 to 15. And
since text information corresponding to the recovered number of
points is displayed on the consumption operation area 53, the
player himself/herself can confirm the amount of recovery with the
selected recovery item selected by the player while performing a
manipulated input.
[0134] Note that, the player terminal 20 accesses the server device
10 when the player selects a recovery item. In the server device
10, the reception unit 111 receives manipulated input information
of the player through the player terminal 20, and the battle
processing unit 112 updates owned recovery item information (see
FIG. 8) based on the selected recovery item.
[0135] Further, the player terminal 20 accesses the server device
10 when the player selects the consumption operation area 53. In
the server device 10, the reception unit 111 receives a player' s
manipulated input information through the player terminal 20, and
the battle processing unit 112 updates player information (see FIG.
6) based on the recovered battle energy, and performs a battle
processing that determines the outcome of the battle between the
player character and the enemy character. In this battle
processing, parameters such as attack power, defense power, hit
points of the player character (see FIG. 7) and the parameters such
as attack power, defense power, life (HP) of the enemy character
(see FIG. 9) are referred.
Other Embodiments
[0136] The aforementioned embodiment is for facilitating the
understanding of the present invention and is not intended to limit
the interpretation of the present invention. Variations and
modifications may be made within the spirit and scope of the
present invention and equivalents thereof are included in the
present invention. In particular, embodiments described below are
included in the present invention.
Changes in the Screen
[0137] In the aforementioned embodiment, description was given
taking examples of changes in the screen shown in FIGS. 10 to 12 as
changes in the screens when battle energy is consumed to battle.
However, the present invention is not limited to such and changes
in the screen shown in FIG. 17 can be used. In other words, the
first area 521, the second area 522, and the third area 523 in
round button shapes can be arranged in a row for display in the
operation area 52, and a player can select any of the areas to
input the number of points. And when battle energy of the selected
number of points is consumed, the screen is changed to clear the
display of the first area 521, the second area 522 and/or the third
area 523 according to the number of points. In this way, the state
of the consumed battle energy can be displayed on the game screen
by changing the display status in the operation area 52 according
to the number of consumed points. Note that, the configuration and
the like of the game screen shown in FIG. 17 can also be used when
recovering the battle energy.
[0138] Additionally, in the aforementioned embodiment, examples
were given with changes in the screen shown in FIGS. 13 to 15 as
examples of changes in the screens when consumed battle energy is
recovered to battle, however, the present invention is no limited
to such. For example, the changes in the screen shown in FIG. 18
can be used. That is, the screen can be changed so that an enemy
character area 51, an operation area 52, a consumption operation
area 53, a recovery item selection area 54 are displayed on the
game screen and the battle energy is recovered by selecting a
recovery item shown in the recovery item selection area 54 to be
dragged and dropped into the operation area 52. For example, the
screen can be changed so that battle energy of two points is
recovered by dragging and dropping the selected recovery item to
the second area 522. In this way, since the player's eye is moved
to the operation area 52 on the game screen in both the case where
the player inputs the recovery amount of the battle energy
parameter and the case where the recovery state of the battle
energy parameter is recognized by the player, the amount of
movement of the player's eye can be reduced while improving the
ease of operation.
Input for Cancellation
[0139] In the aforementioned embodiment, an input operation for
cancelling the use of a recovery item can be performed by the
player in the operation area 52. For example, the number of points
to be cancelled (recovery amount) can be determined by the player
selecting any one of the first area 521, second area 522 and the
third area 523 in the operation area 52 when the operation area 52
is displayed on the game screen. Further, the use of the recovery
item may be cancelled by the player operating to close the recovery
item selection area 54. In this way, since the player's eye is
moved to the operation area on the game screen in both the case
where the player performs an input for cancellation of a recovery
amount and the case where the recovery state of the consumption
parameter is recognized by the player, the amount of movement of
the player's eye can be reduced while improving the ease of
operation.
Recovering Battle Energy
[0140] In the aforementioned embodiment, the number of desired
recovery items can be determined by the player selecting any one of
the first area 521, second area 522 and the third area 523 in the
operation area 52 when the player selects the desired recovery item
from the recovery item selection screen shown in FIG. 16.
Information Processing Device
[0141] In the aforementioned embodiment, a configuration where a
part of the function as the information processing device is borne
by the server device 10 can be employed. In this case, the server
device 10 and the player terminal 20 configure the information
processing device.
[0142] Note that, the information processing device is a computer
that includes a processor and a memory.
Consumption Parameter
[0143] In the aforementioned embodiment, description of battle
energy set to the player was given as an example of a consumption
parameter, however, the present invention is not limited to such.
The hit parameter set to the player character can be used as the
consumption parameter, for example.
* * * * *