U.S. Pat. No. 12,403,397
STORAGE MEDIUM, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND GAME PROCESSING METHOD
AssigneeNintendo Co., Ltd.; The Pokémon Company
Issue DateMarch 1, 2023
Illustrative Figure
Abstract
An example of an information processing system moves a player character on a field, based on a movement operation input. The information processing system causes a sub character on the field, based on a first operation input. When an enemy character is placed at a location where the sub character is caused to appear, the information processing system controls a battle by a first mode in which the battle proceeds based on an operation input. When the enemy character is not placed at the location, the information processing system starts automatic control of automatically moving the sub character. The information processing system moves the sub character, based on a second operation input, and when the enemy character is placed at a location of a designation, the information processing system controls a battle by a second mode in which the battle automatically proceeds.
Description
DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS 1. Configuration of Game System A game system according to an example of an exemplary embodiment is described below. An example of a game system1according to the exemplary embodiment includes a main body apparatus (an information processing apparatus; which functions as a game apparatus main body in the exemplary embodiment)2, a left controller3, and a right controller4. Each of the left controller3and the right controller4is attachable to and detachable from the main body apparatus2. That is, the game system1can be used as a unified apparatus obtained by attaching each of the left controller3and the right controller4to the main body apparatus2. Further, in the game system1, the main body apparatus2, the left controller3, and the right controller4can also be used as separate bodies (seeFIG.2). Hereinafter, first, the hardware configuration of the game system1according to the exemplary embodiment is described, and then, the control of the game system1according to the exemplary embodiment is described. FIG.1is a diagram showing an example of the state where the left controller3and the right controller4are attached to the main body apparatus2. As shown inFIG.1, each of the left controller3and the right controller4is attached to and unified with the main body apparatus2. The main body apparatus2is an apparatus for performing various processes (e.g., game processing) in the game system1. The main body apparatus2includes a display12. Each of the left controller3and the right controller4is an apparatus including operation sections with which a user provides inputs. FIG.2is a diagram showing an example of the state where each of the left controller3and the right controller4is detached from the main body apparatus2. As shown inFIGS.1and2, the left controller3and the right controller4are attachable to and detachable from the main body apparatus2. It should be noted that hereinafter, the left controller3and the right controller4will occasionally be referred to ...
DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS
1. Configuration of Game System
A game system according to an example of an exemplary embodiment is described below. An example of a game system1according to the exemplary embodiment includes a main body apparatus (an information processing apparatus; which functions as a game apparatus main body in the exemplary embodiment)2, a left controller3, and a right controller4. Each of the left controller3and the right controller4is attachable to and detachable from the main body apparatus2. That is, the game system1can be used as a unified apparatus obtained by attaching each of the left controller3and the right controller4to the main body apparatus2. Further, in the game system1, the main body apparatus2, the left controller3, and the right controller4can also be used as separate bodies (seeFIG.2). Hereinafter, first, the hardware configuration of the game system1according to the exemplary embodiment is described, and then, the control of the game system1according to the exemplary embodiment is described.
FIG.1is a diagram showing an example of the state where the left controller3and the right controller4are attached to the main body apparatus2. As shown inFIG.1, each of the left controller3and the right controller4is attached to and unified with the main body apparatus2. The main body apparatus2is an apparatus for performing various processes (e.g., game processing) in the game system1. The main body apparatus2includes a display12. Each of the left controller3and the right controller4is an apparatus including operation sections with which a user provides inputs.
FIG.2is a diagram showing an example of the state where each of the left controller3and the right controller4is detached from the main body apparatus2. As shown inFIGS.1and2, the left controller3and the right controller4are attachable to and detachable from the main body apparatus2. It should be noted that hereinafter, the left controller3and the right controller4will occasionally be referred to collectively as a “controller”.
FIG.3is six orthogonal views showing an example of the main body apparatus2. As shown inFIG.3, the main body apparatus2includes an approximately plate-shaped housing11. In the exemplary embodiment, a main surface (in other words, a surface on a front side, i.e., a surface on which the display12is provided) of the housing11has a generally rectangular shape.
It should be noted that the shape and the size of the housing11are optional. As an example, the housing11may be of a portable size. Further, the main body apparatus2alone or the unified apparatus obtained by attaching the left controller3and the right controller4to the main body apparatus2may function as a mobile apparatus. The main body apparatus2or the unified apparatus may function as a handheld apparatus or a portable apparatus.
As shown inFIG.3, the main body apparatus2includes the display12, which is provided on the main surface of the housing11. The display12displays an image generated by the main body apparatus2. In the exemplary embodiment, the display12is a liquid crystal display device (LCD). The display12, however, may be a display device of any type.
Further, the main body apparatus2includes a touch panel13on a screen of the display12. In the exemplary embodiment, the touch panel13is of a type that allows a multi-touch input (e.g., a capacitive type). The touch panel13, however, may be of any type. For example, the touch panel13may be of a type that allows a single-touch input (e.g., a resistive type).
The main body apparatus2includes speakers (i.e., speakers88shown inFIG.6) within the housing11. As shown inFIG.3, speaker holes11aand11bare formed on the main surface of the housing11. Then, sounds output from the speakers88are output through the speaker holes11aand11b.
Further, the main body apparatus2includes a left terminal17, which is a terminal for the main body apparatus2to perform wired communication with the left controller3, and a right terminal21, which is a terminal for the main body apparatus2to perform wired communication with the right controller4.
As shown inFIG.3, the main body apparatus2includes a slot23. The slot23is provided on an upper side surface of the housing11. The slot23is so shaped as to allow a predetermined type of storage medium to be attached to the slot23. The predetermined type of storage medium is, for example, a dedicated storage medium (e.g., a dedicated memory card) for the game system1and an information processing apparatus of the same type as the game system1. The predetermined type of storage medium is used to store, for example, data (e.g., saved data of an application or the like) used by the main body apparatus2and/or a program (e.g., a program for an application or the like) executed by the main body apparatus2. Further, the main body apparatus2includes a power button28.
The main body apparatus2includes a lower terminal27. The lower terminal27is a terminal for the main body apparatus2to communicate with a cradle. In the exemplary embodiment, the lower terminal27is a USB connector (more specifically, a female connector). Further, when the unified apparatus or the main body apparatus2alone is mounted on the cradle, the game system1can display on a stationary monitor an image generated by and output from the main body apparatus2. Further, in the exemplary embodiment, the cradle has the function of charging the unified apparatus or the main body apparatus2alone mounted on the cradle. Further, the cradle has the function of a hub device (specifically, a USB hub).
FIG.4is six orthogonal views showing an example of the left controller3. As shown inFIG.4, the left controller3includes a housing31. In the exemplary embodiment, the housing31has a vertically long shape, i.e., is shaped to be long in an up-down direction (i.e., a y-axis direction shown inFIGS.1and4). In the state where the left controller3is detached from the main body apparatus2, the left controller3can also be held in the orientation in which the left controller3is vertically long. The housing31has such a shape and a size that when held in the orientation in which the housing31is vertically long, the housing31can be held with one hand, particularly the left hand. Further, the left controller3can also be held in the orientation in which the left controller3is horizontally long. When held in the orientation in which the left controller3is horizontally long, the left controller3may be held with both hands.
The left controller3includes an analog stick32. As shown inFIG.4, the analog stick32is provided on a main surface of the housing31. The analog stick32can be used as a direction input section with which a direction can be input. The user tilts the analog stick32and thereby can input a direction corresponding to the direction of the tilt (and input a magnitude corresponding to the angle of the tilt). It should be noted that the left controller3may include a directional pad, a slide stick that allows a slide input, or the like as the direction input section, instead of the analog stick. Further, in the exemplary embodiment, it is possible to provide an input by pressing the analog stick32.
The left controller3includes various operation buttons. The left controller3includes four operation buttons33to36(specifically, a right direction button33, a down direction button34, an up direction button35, and a left direction button36) on the main surface of the housing31. Further, the left controller3includes a record button37and a “−” (minus) button47. The left controller3includes a first L-button38and a ZL-button39in an upper left portion of a side surface of the housing31. Further, the left controller3includes a second L-button43and a second R-button44, on the side surface of the housing31on which the left controller3is attached to the main body apparatus2. These operation buttons are used to give instructions depending on various programs (e.g., an OS program and an application program) executed by the main body apparatus2.
Further, the left controller3includes a terminal42for the left controller3to perform wired communication with the main body apparatus2.
FIG.5is six orthogonal views showing an example of the right controller4. As shown inFIG.5, the right controller4includes a housing51. In the exemplary embodiment, the housing51has a vertically long shape, i.e., is shaped to be long in the up-down direction. In the state where the right controller4is detached from the main body apparatus2, the right controller4can also be held in the orientation in which the right controller4is vertically long. The housing51has such a shape and a size that when held in the orientation in which the housing51is vertically long, the housing51can be held with one hand, particularly the right hand. Further, the right controller4can also be held in the orientation in which the right controller4is horizontally long. When held in the orientation in which the right controller4is horizontally long, the right controller4may be held with both hands.
Similarly to the left controller3, the right controller4includes an analog stick52as a direction input section. In the exemplary embodiment, the analog stick52has the same configuration as that of the analog stick32of the left controller3. Further, the right controller4may include a directional pad, a slide stick that allows a slide input, or the like, instead of the analog stick. Further, similarly to the left controller3, the right controller4includes four operation buttons53to56(specifically, an A-button53, a B-button54, an X-button55, and a Y-button56) on a main surface of the housing51. Further, the right controller4includes a “+” (plus) button57and a home button58. Further, the right controller4includes a first R-button60and a ZR-button61in an upper right portion of a side surface of the housing51. Further, similarly to the left controller3, the right controller4includes a second L-button65and a second R-button66.
Further, the right controller4includes a terminal64for the right controller4to perform wired communication with the main body apparatus2.
FIG.6is a block diagram showing an example of the internal configuration of the main body apparatus2. The main body apparatus2includes components81to85,87,88,91,97, and98shown inFIG.6in addition to the components shown inFIG.3. Some of the components81to85,87,88,91,97, and98may be mounted as electronic components on an electronic circuit board and accommodated in the housing11.
The main body apparatus2includes a processor81. The processor81is an information processing section for executing various types of information processing to be executed by the main body apparatus2. For example, the processor81may be composed only of a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) having a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor81executes an information processing program (e.g., a game program) stored in a storage section (specifically, an internal storage medium such as a flash memory84, an external storage medium attached to the slot23, or the like), thereby performing the various types of information processing.
The main body apparatus2includes a flash memory84and a DRAM (Dynamic Random Access Memory)85as examples of internal storage media built into the main body apparatus2. The flash memory84and the DRAM85are connected to the processor81. The flash memory84is a memory mainly used to store various data (or programs) to be saved in the main body apparatus2. The DRAM85is a memory used to temporarily store various data used for information processing.
The main body apparatus2includes a slot interface (hereinafter abbreviated as “I/F”)91. The slot OF91is connected to the processor81. The slot OF91is connected to the slot23, and in accordance with an instruction from the processor81, reads and writes data from and to the predetermined type of storage medium (e.g., a dedicated memory card) attached to the slot23.
The processor81appropriately reads and writes data from and to the flash memory84, the DRAM85, and each of the above storage media, thereby performing the above information processing.
The main body apparatus2includes a network communication section82. The network communication section82is connected to the processor81. The network communication section82communicates (specifically, through wireless communication) with an external apparatus via a network. In the exemplary embodiment, as a first communication form, the network communication section82connects to a wireless LAN and communicates with an external apparatus, using a method compliant with the Wi-Fi standard. Further, as a second communication form, the network communication section82wirelessly communicates with another main body apparatus2of the same type, using a predetermined communication method (e.g., communication based on a unique protocol or infrared light communication). It should be noted that the wireless communication in the above second communication form achieves the function of enabling so-called “local communication” in which the main body apparatus2can wirelessly communicate with another main body apparatus2placed in a closed local network area, and the plurality of main body apparatuses2directly communicate with each other to transmit and receive data.
The main body apparatus2includes a controller communication section83. The controller communication section83is connected to the processor81. The controller communication section83wirelessly communicates with the left controller3and/or the right controller4. The communication method between the main body apparatus2and the left controller3and the right controller4is optional. In the exemplary embodiment, the controller communication section83performs communication compliant with the Bluetooth (registered trademark) standard with the left controller3and with the right controller4.
The processor81is connected to the left terminal17, the right terminal21, and the lower terminal27. When performing wired communication with the left controller3, the processor81transmits data to the left controller3via the left terminal17and also receives operation data from the left controller3via the left terminal17. Further, when performing wired communication with the right controller4, the processor81transmits data to the right controller4via the right terminal21and also receives operation data from the right controller4via the right terminal21. Further, when communicating with the cradle, the processor81transmits data to the cradle via the lower terminal27. As described above, in the exemplary embodiment, the main body apparatus2can perform both wired communication and wireless communication with each of the left controller3and the right controller4. Further, when the unified apparatus obtained by attaching the left controller3and the right controller4to the main body apparatus2or the main body apparatus2alone is attached to the cradle, the main body apparatus2can output data (e.g., image data or sound data) to the stationary monitor or the like via the cradle.
Here, the main body apparatus2can communicate with a plurality of left controllers3simultaneously (in other words, in parallel). Further, the main body apparatus2can communicate with a plurality of right controllers4simultaneously (in other words, in parallel). Thus, a plurality of users can simultaneously provide inputs to the main body apparatus2, each using a set of the left controller3and the right controller4. As an example, a first user can provide an input to the main body apparatus2using a first set of the left controller3and the right controller4, and simultaneously, a second user can provide an input to the main body apparatus2using a second set of the left controller3and the right controller4.
Further, the display12is connected to the processor81. The processor81displays a generated image (e.g., an image generated by executing the above information processing) and/or an externally acquired image on the display12.
The main body apparatus2includes a codec circuit87and speakers (specifically, a left speaker and a right speaker)88. The codec circuit87is connected to the speakers88and a sound input/output terminal25and also connected to the processor81. The codec circuit87is a circuit for controlling the input and output of sound data to and from the speakers88and the sound input/output terminal25.
The main body apparatus2includes a power control section97and a battery98. The power control section97is connected to the battery98and the processor81. Further, although not shown inFIG.6, the power control section97is connected to components of the main body apparatus2(specifically, components that receive power supplied from the battery98, the left terminal17, and the right terminal21). Based on a command from the processor81, the power control section97controls the supply of power from the battery98to the above components.
Further, the battery98is connected to the lower terminal27. When an external charging device (e.g., the cradle) is connected to the lower terminal27, and power is supplied to the main body apparatus2via the lower terminal27, the battery98is charged with the supplied power.
FIG.7is a block diagram showing examples of the internal configurations of the main body apparatus2, the left controller3, and the right controller4. It should be noted that the details of the internal configuration of the main body apparatus2are shown inFIG.6and therefore are omitted inFIG.7.
The left controller3includes a communication control section101, which communicates with the main body apparatus2. As shown inFIG.7, the communication control section101is connected to components including the terminal42. In the exemplary embodiment, the communication control section101can communicate with the main body apparatus2through both wired communication via the terminal42and wireless communication not via the terminal42. The communication control section101controls the method for communication performed by the left controller3with the main body apparatus2. That is, when the left controller3is attached to the main body apparatus2, the communication control section101communicates with the main body apparatus2via the terminal42. Further, when the left controller3is detached from the main body apparatus2, the communication control section101wirelessly communicates with the main body apparatus2(specifically, the controller communication section83). The wireless communication between the communication control section101and the controller communication section83is performed in accordance with the Bluetooth (registered trademark) standard, for example.
Further, the left controller3includes a memory102such as a flash memory. The communication control section101includes, for example, a microcomputer (or a microprocessor) and executes firmware stored in the memory102, thereby performing various processes.
The left controller3includes buttons103(specifically, the buttons33to39,43,44, and47). Further, the left controller3includes the analog stick (“stick” inFIG.7)32. Each of the buttons103and the analog stick32outputs information regarding an operation performed on itself to the communication control section101repeatedly at appropriate timing.
The communication control section101acquires information regarding an input (specifically, information regarding an operation or the detection result of the sensor) from each of input sections (specifically, the buttons103and the analog stick32). The communication control section101transmits operation data including the acquired information (or information obtained by performing predetermined processing on the acquired information) to the main body apparatus2. It should be noted that the operation data is transmitted repeatedly, once every predetermined time. It should be noted that the interval at which the information regarding an input is transmitted from each of the input sections to the main body apparatus2may or may not be the same.
The above operation data is transmitted to the main body apparatus2, whereby the main body apparatus2can obtain inputs provided to the left controller3. That is, the main body apparatus2can determine operations on the buttons103and the analog stick32based on the operation data.
The left controller3includes a power supply section108. In the exemplary embodiment, the power supply section108includes a battery and a power control circuit. Although not shown inFIG.7, the power control circuit is connected to the battery and also connected to components of the left controller3(specifically, components that receive power supplied from the battery).
As shown inFIG.7, the right controller4includes a communication control section111, which communicates with the main body apparatus2. Further, the right controller4includes a memory112, which is connected to the communication control section111. The communication control section111is connected to components including the terminal64. The communication control section111and the memory112have functions similar to those of the communication control section101and the memory102, respectively, of the left controller3. Thus, the communication control section111can communicate with the main body apparatus2through both wired communication via the terminal64and wireless communication not via the terminal64(specifically, communication compliant with the Bluetooth (registered trademark) standard). The communication control section111controls the method for communication performed by the right controller4with the main body apparatus2.
The right controller4includes input sections similar to the input sections of the left controller3. Specifically, the right controller4includes buttons113and the analog stick52. These input sections have functions similar to those of the input sections of the left controller3and operate similarly to the input sections of the left controller3.
The right controller4includes a power supply section118. The power supply section118has a function similar to that of the power supply section108of the left controller3and operates similarly to the power supply section108.
2. Outline of Processing in Game System
Next, an outline of processing executed in the game system1will be described with reference toFIG.8toFIG.16. In the exemplary embodiment, the game system1executes a game in which a player character which can be operated by a player (i.e., the user of the game system1) moves on a game field (hereinafter, simply referred to as “field”) which is a three-dimensional virtual space and a sub character which is a fellow of the player character is caused to battle with an enemy character on the field.
In the exemplary embodiment, the above battle in the game is performed in two types of modes such as a command battle and an automatic battle. The command battle is a battle in a mode in which, by the player designating a command indicating an action (e.g., attack, capture, etc., described later) that can be performed by the sub character or the player character, the sub character or the player character is caused to perform the action corresponding to the designated command. In addition, the automatic battle is a battle in a mode in which a battle between the sub character and the enemy character is automatically performed. The above “automatically” means that after the start of a battle, the battle is progressed even if the player does not make any instruction related to the battle, and more specifically means that the battle is progressed without the player designating the above command. The command battle and the automatic battle will be described in detail below.
[2-1. Command Battle]
In the exemplary embodiment, the player character can possess a ball which is an item with which a sub character is associated, and the sub character associated with the ball possessed by the player character can be caused to perform a battle. In addition, by the player character throwing the ball on the field, the sub character associated with the ball can be caused to appear on the field. In the exemplary embodiment, the player character can use a predetermined number of (e.g., six) balls among possessed balls when moving on the field, and an order is set for the predetermined number of balls that can be used. In the case where a sub character appears on the field as a result of the player character throwing a ball on the field, the first sub character in the above order appears.
In the exemplary embodiment, the command battle is started when the player character throws a ball to an enemy character on the field. That is, when the player character throws a ball to an enemy character, a sub character appears from the ball, and the sub character that has appeared starts a battle with the enemy character.
FIG.8is a diagram showing an example of a game image showing a state where the player character throws a ball toward an enemy character. In the example shown inFIG.8, a player character201and an enemy character202are placed on the field, and a game image showing a state where the player character201is throwing a ball203toward the enemy character202is displayed on the display12. In the exemplary embodiment, the player can make an instruction (referred to as “throwing motion instruction”) to cause the player character201to perform a motion of throwing a ball, by a predetermined operation input (e.g., an input by pressing the ZR-button61of the right controller4).
When the throwing motion instruction is made, the game system1determines whether or not the enemy character202is present in a determination range204on the field. The determination range204is set based on the position and the direction of the player character201. Specifically, the determination range204is a range having a predetermined size in front of the player character201. The position, the size, and the shape of the determination range204may be discretionary. In addition, the determination range204may not necessarily be displayed, or may be displayed.
When the enemy character202is present in the determination range204, the game system1causes the player character201to perform a motion of throwing the ball203toward the enemy character202(seeFIG.8). Then, when the ball203hits the enemy character202, a sub character appears from the ball203, and a battle between the sub character and the enemy character202is started. When a plurality of enemy characters are present in the determination range204, the game system1selects one enemy character from among the plurality of enemy characters according to a predetermined criteria. The predetermined criteria is discretionary, and for example, the enemy character located closest to the player character201may be selected, or the enemy character located closest to the center of the determination range204may be selected. At this time, the game system1controls the motion of the player character201such that the player character201throws a ball toward the selected enemy character.
On the other hand, when the enemy character202is not present in the determination range204, the game system1causes the player character201to perform a motion of throwing the ball203toward the front of the player character201. In this case, although described in detail later, a sub character appears on the field and automatically moves on the sub character.
In the exemplary embodiment, in addition to hitting the enemy character with the ball203, the command battle is also started by the player character201coming into contact with the enemy character. The player character201can move on the field in response to a direction input by the player (e.g., an input to the analog stick32of the left controller3). Therefore, the player can start the command battle with the enemy character by making the throwing motion instruction in a state where the enemy character is located in front of the player character201or moving the player character201to come into contact with the enemy character.
FIG.9is a diagram showing an example of a game image when the command battle is being performed. As shown inFIG.9, in the command battle, an image of a field including a sub character205and the enemy character202which perform the battle is displayed on the display12. In addition, the game system1displays the name (shown as “xx” in the drawing) of the sub character205, the level of the sub character205, and a gauge image211showing the hit point of the sub character205, and also displays the name (shown as “∘∘” in the drawing) of the enemy character202, the level of the enemy character202, and a gauge image212showing the hit point of the enemy character202. Moreover, the game system1displays command images213to215showing commands that can be designated by the player.
As shown inFIG.8andFIG.9, in the exemplary embodiment, the viewpoint of the game image (i.e., the position of a virtual camera which is set for generating a game image) changes before and after the start of the command battle. That is, in a field scene before the start of the command battle (i.e., a scene in which the player character moves on the field), the game system1sets the position and the direction of the virtual camera such that the player character201is included in the field-of-view range of the virtual camera (seeFIG.8). Meanwhile, in the command battle, the game system1sets the position and the direction of the virtual camera such that the sub character205and the enemy character202which perform the battle are included at least in the field-of-view range of the virtual camera (seeFIG.9). Moreover, the game system1may set the position and the direction of the virtual camera such that at least a part of the player character201is also included in the field-of-view range of the virtual camera. As described above, in the exemplary embodiment, when the command battle is started, the game scene is not switched (i.e., the field remains displayed), but the viewpoint of the game image changes.
As described above, in the exemplary embodiment, the command battle is stated after display control of moving the viewpoint such that the sub character and the enemy character which perform the battle are included at least in the field of view is performed, without switching the scene on the field. Accordingly, the player is allowed to easily recognize that the command battle has been started.
Moreover, in the exemplary embodiment, the movement of the player character is limited during the command battle. That is, the player character201does not move during the command battle. Or, the range where the player character201is movable is limited to a limited range at a location where the command battle is performed. On the other hand, in the automatic battle described later, the viewpoint is not moved as in the above, and the player character201can move on the field during the automatic battle.
In the exemplary embodiment, in the command battle, a so-called turn-based battle is performed. That is, in one turn, the player determines an action content of the sub character205by designating a command, an action content of the enemy character202is determined by the game system1, and then the respective characters202and205perform the actions. Then, the versus game proceeds as the above turn is repeated until the battle ends. In other embodiments the game is not limited to the turn-based game as described above, and, in the command battle, a real-time game in which each character acts sequentially as time passes (the content of the action is determined by a command designated by the player) may be performed.
In the example shown inFIG.9, the command image213shows a command for the sub character205to attack the enemy character202. The command image214shows a command for the player character201to capture the enemy character202. In the exemplary embodiment, whereas the sub character205attacks the enemy character, the player character201captures the enemy character, but the sub character205may capture the enemy character. That is, during the command battle, the player character may not necessarily perform a motion related to the battle. The command image215shows a command for the player character201and the sub character205to escape from the battle.
When the command image213is designated by the player, the game system1further displays a plurality of command images each showing a specific attack method, to allow the player to select the specific attack method. When the command image214is designated by the player, the game system1causes the player character201to perform a motion of capturing the enemy character202. In the exemplary embodiment, whether or not the capture is successfully performed is determined by the game system1, and when the capture is successfully performed, the player character201can use the captured enemy character as a sub character. In addition, when the command image215is designated by the player, the game system1determines whether or not the player character201can escape from the battle, and when it is determined that the player character201can escape, the game system1ends the command battle. On the other hand, when it is determined that the player character201cannot escape, the command battle is continued.
As described above, in the exemplary embodiment, in the command battle, any one of a plurality of commands including at least an attack by the sub character on the enemy character and capture of the enemy character is designated based on an operation input, and a motion, of the player character and/or the sub character, corresponding to the designated command is executed. Therefore, in the command battle, the player can capture the enemy character. Although described in detail later, the enemy character cannot be captured in the automatic battle.
When the sub character205defeats the enemy character202in the command battle (specifically, when the hit point of the enemy character202reaches 0), the player character201has won the battle. At this time, the player character201and/or the sub character205can acquire a victory reward (e.g., an experience value or an item). When the player character201has won the battle, for example, the game system1gives an experience value having a magnitude determined based on the enemy character202, to the sub character205, and gives an item of a type corresponding to the enemy character202, to the player character201.
In the above example, one sub character and one enemy character perform the command battle, but the numbers of sub characters and enemy characters that perform the command battle are discretionary. In other embodiments, a plurality of sub characters and enemy characters may participate in the command battle.
[2-2. Control of Sub Character on Field]
In the exemplary embodiment, the player character201can cause a sub character to appear on the field not only at the time of the command battle but also while player character201is moving on the field. Specifically, when the above throwing motion instruction is made, if no enemy character is present in the determination range, the player character201performs a motion of throwing the ball203in the own front direction, and then a sub character appears on the field. For example, at the time when the thrown ball203moves away from the player character201by a predetermined length (e.g., the time when the ball drops onto the field), the sub character appears from the ball203.
FIG.10is a diagram showing an example of a game image when the sub character appears on the field. InFIG.10, the player character201is placed on the field, and the sub character205that has appeared from the ball thrown by the player character201is placed on the field. In the exemplary embodiment, a state where a sub character appears on the field, except during the command battle, is referred to as “appearance state”.
When the sub character205is brought into an appearance state by the above throwing motion instruction, the sub character205automatically moves on the field. That is, in the above case, the sub character205is controlled by the game system1so as to automatically move. The “sub character automatically moves” means to include any movement mode in which the sub character moves even if an operation is not directly performed for the sub character by the player, and means that the sub character may move under the influence of an operation by the player. For example, the movement of the sub character205may be automatically controlled by the game system1such that the sub character205moves in response to the movement of the player character201which is operated by the player (e.g., follows the player character201).
As described above, the automatic control for automatically moving the sub character may include movement control of causing the sub character to follow the player character. Accordingly, the sub character can be easily placed near the player character, so that the player can easily confirm the behavior of the sub character. In other embodiments, the movement control of the sub character may be performed by a discretionary method, and the sub character may be controlled so as to randomly move regardless of the movement of the player character.
Although described in detail later, in the exemplary embodiment, the sub character205that has appeared on the field performs the automatic battle with an enemy character or acquires an item in response to an instruction made by the player. However, in the exemplary embodiment, while the movement of the sub character205is being automatically controlled, the sub character205does not automatically (i.e., without an instruction from the player) start a battle with an enemy character or acquire an item. In other embodiments, the game system1may cause a sub character to automatically perform a battle with an enemy character or acquire an item.
In the exemplary embodiment, when the sub character205is brought into an appearance state, the game system1displays a state image221showing the state of the sub character205(seeFIG.10). In the example shown inFIG.10, the state image221includes an image showing the sub character205and a gauge image showing the hit point of the sub character205. Through the state image221, the player can be notified that the sub character has appeared on the field and can be notified of the state of the sub character. The state image221may show discretionary information regarding the sub character, and may show, for example, information such as the name and the level of the sub character.
In the exemplary embodiment, when the sub character205is in an appearance state, the player can perform an exit instruction to cause the sub character205to exit the field. Specifically, in the above case, the game system1accepts the exit instruction, and causes the sub character205to exit the field in accordance with the exit instruction being made. The sub character that has exited the field is in a state where the sub character does not appear on the field, but is not deleted in the game and can be caused to appear on the field again by the above throwing motion instruction. In the embodiment in which the sub character appears from the ball203, along with a representation in which the sub character becomes accommodated in the ball203, a process of causing the sub character to exit may be performed in accordance with the exit instruction. In the exemplary embodiment, the exit instruction is made by the same operation input (i.e., an input by pressing the ZR-button61) as that for the throwing motion instruction.
As described above, in the exemplary embodiment, when a predetermined operation input is performed in a state where a sub character has appeared, the game system1performs control of bringing the sub character into a state where the sub character does not appear on the field. Accordingly, the player can freely cause the sub character to appear on the field and exit the field. In the exemplary embodiment, the above predetermined operation input is an input to the same operation section (i.e., the ZR-button61) as that for the operation input for causing the sub character to appear on the field. Accordingly, the player can cause the sub character to appear on the field and exit the field by using one operation section, so that the operation becomes easier. In other embodiments, the above predetermined operation input may be an operation input to an operation section different from that for the operation input for causing the sub character to appear on the field.
In the exemplary embodiment, while the sub character205is in an appearance state, the player character201can move on the field in response to a direction input by the player. While the sub character205is in the appearance state, the command battle is started when the player character201comes into contact with an enemy character. At this time, the command battle is performed between the enemy character and the sub character that has appeared on the field.
As described above, in the exemplary embodiment, when the player character comes into an enemy character, the game system1controls a battle between a sub character and the enemy character by the command battle regardless of whether or not the sub character has appeared on the field. Accordingly, even when the sub character has appeared on the field or even when the sub character has not appeared on the field, the player can easily start the command battle. In other embodiments, the game system1may not necessarily perform the command battle while a sub character is appearing on the field.
In the exemplary embodiment, when the sub character that has appeared in the above-described command battle wins the command battle, after the command battle, the sub character is brought into an appearance state where the sub character is placed on the field, and the movement of the sub character is automatically controlled. On the other hand, when the sub character loses in the command battle, after the command battle, the sub character is brought into a state where the sub character does not appear on the field. However, in other embodiments, the sub character that has appeared in the command battle may be brought into a state where the sub character exits the field, after the command battle, regardless of a win or a loss in the command battle. In addition, in other embodiments, when the sub character performs the command battle from a state where the sub character has exited the field (i.e., the command battle is started by the throwing motion instruction), the sub character may be brought into a state where the sub character has exited the field, after the command battle, and when the sub character performs the command battle from an appearance state, the sub character may be brought into an appearance state after the command battle.
In the exemplary embodiment, when the sub character is in an appearance state, the player can move the sub character toward a predetermined position on the field by a target movement instruction. The target movement instruction can be made, for example, by an input to the first R-button60of the right controller4. When the target movement instruction is made, the sub character ends the automatically controlled movement that has been made so far, and moves toward a target position (seeFIG.11described below) designated by the target movement instruction.
FIG.11is a diagram showing an example of a game image when the sub character moves on the field in response to the target movement instruction. The game image shown inFIG.11shows a state where the sub character205moves to a target position222in response to the target movement instruction.
When the target movement instruction is made, the game system1sets the target position222in the above determination range204which is set based on the position and the direction of the player character201, and moves the sub character205toward the target position222(see an arrow shown inFIG.11). The target position222is, for example, the position of the center of the determination range204. In the exemplary embodiment, the determination range204and the target position222are not displayed, but in other embodiments, an image showing the determination range204and the target position222may be displayed. In addition, in the exemplary embodiment, when the target movement instruction is made, the game system1causes the player character201to perform a motion of pointing forward (i.e., toward the target position222). Accordingly, the player can be notified that the target movement instruction has been made and can be notified of an approximate position of the target position222.
In the exemplary embodiment, the determination range used when the above-described throwing motion instruction is made and the determination range used when the target movement instruction is made are the same in position, size, and shape. Accordingly, it is easier for the player to make the throwing motion instruction and the target movement instruction. In other embodiments, these determination ranges may have different positions, sizes, and/or shapes.
As described above, in the exemplary embodiment, when the operation input for the target movement instruction is made, the game system1performs control of moving the sub character205toward a predetermined position (in the example shown inFIG.11, the target position222) set in front of the player character201. Accordingly, the sub character205in the appearance state can be caused to move to the position designated by the player. The predetermined position is the target position222in the example shown inFIG.11, but may be set to the position of an enemy character or an item in the determination range as shown in an example described later.
A specific movement mode in the case where the sub character205moves to the target position222is discretionary. As an example, in the exemplary embodiment, when the position of the sub character205at the time when the target movement instruction is made is far from the position of the player character201(specifically, the position of the sub character205and the position of the player character201are away from each other by a predetermined distance or longer), the game system1warps the sub character205to a position near the player character201, and then moves the sub character205from this position to the target position222. In addition, even when the position of the sub character205at the time when the target movement instruction is made is not far from the position of the player character201, if the player character201is located closer to the target position222than the sub character205is, the game system1warps the sub character205to a position near the player character201, and then move the sub character205from this position to the target position222. On the other hand, when the position of the sub character205at the time when the target movement instruction is made is not far from the position of the player character201and the sub character205is located closer to the target position222than the player character201is, the game system1moves the sub character205from the current position to the target position222. According to the above, the time required for the sub character205to move to the target position222can be shortened.
When the target position is a position to which the sub character205cannot move from the current position, the game system1may not necessarily move the sub character205to the target position. This case is, for example, a case where there is a step between the current position of the sub character205and the target position and the sub character205cannot move over the step, or a case where the target position is on water or in the air and the sub character205cannot move on water or in the air.
If an enemy character is included in the above determination range when the target movement instruction is made, the game system1sets the position of the enemy character as the target position and moves the sub character toward the enemy character. In this case, the automatic battle is performed between the sub character and the enemy character.
FIG.12is a diagram showing an example of a game image when the sub character moves toward the enemy character in response to the target movement instruction. In the example shown inFIG.12, an enemy character206is placed in the determination range204which is based on the position and the direction of the player character201at the time when the target movement instruction is made. In addition, an enemy character207is placed outside the determination range204.
As shown inFIG.12, when the enemy character206is located in the determination range204at the time when the target movement instruction is made, the game system1sets the target position222for the sub character205to the position of the enemy character206. Accordingly, the sub character205moves toward the enemy character206(see an arrow shown inFIG.12). When a plurality of enemy characters are present in the determination range204, the game system1selects one enemy character from among the plurality of enemy characters according to a predetermined criteria. The predetermined criteria is discretionary. For example, the enemy character located closest to the player character201or the sub character205may be selected, or the enemy character located closest to the center of the determination range204may be selected.
In the example shown inFIG.12, when the sub character205moves to the vicinity of the enemy character206(i.e., the enemy character206is located in a predetermined action range which is based on the sub character205), the automatic battle between the sub character205and the enemy character206is started. When the target position222is set to the position of the enemy character206, the game system1displays a marker image224showing the enemy character206(seeFIG.12). Accordingly, the player can be notified of the enemy character that is to be an opponent in the automatic battle. Such a marker image may be displayed before the target movement instruction is made. That is, in a state where the target movement instruction can be made, the game system1may display a marker image for an enemy character that is set as an opponent in the automatic battle if the target movement instruction is made at that time.
In the exemplary embodiment, when the target position is set to the position of an enemy character, even if the sub character passes through the vicinity of another enemy character different from that enemy character while moving to the target position, the game system1does not cause the sub character and the other enemy character to perform a battle therebetween. Accordingly, the sub character can be prevented from performing a battle with the other enemy character before a battle with the enemy character that is an opponent designated by the player through the target movement instruction. In other embodiments, if the sub character passes through the vicinity of the other enemy character while moving to the target position, the game system1may cause the sub character and the other enemy character to perform the automatic battle therebetween.
In the exemplary embodiment, an item that can be acquired by the player character201may be placed on the field. When the item is located in the determination range204at the time when the target movement instruction is made, the game system1sets the target position222for the sub character205to the position of the item. Accordingly, the sub character205moves toward the item. Then, when the sub character205moves to the vicinity of the item (i.e., the item is located in the above action range which is based on the sub character205), the sub character205acquires the item. Accordingly, the player character201can acquire the item. That is, the player can acquire the item on the field by using the sub character. When both an enemy character and an item are present in the determination range204, the game system1may select one of the plurality of targets (i.e., the enemy character and the item) according to a predetermined criteria. For example, the game system1may select the enemy character in preference to the item.
In the exemplary embodiment, even in a state where a sub character has not appeared on the field, the player can make the target movement instruction, and the sub character can be caused to move to the target position designated by the target movement instruction. That is, even in a state where a sub character has not appeared on the field, the game system1accepts the operation input for the target movement instruction. Then, when the target movement instruction is made in the above state, the game system1causes the player character201to perform a motion of throwing a ball to cause the sub character to appear on the field, and further moves the sub character that has appeared, to the target position which is set in accordance with the above target movement instruction.
As described above, in the exemplary embodiment, when a predetermined operation input (i.e., the operation input for the target movement instruction) is performed in a state where a sub character has not appeared on the field, the game system1causes the sub character to appear on the field and also performs control of moving the sub character toward a predetermined position (i.e., the target position). Accordingly, the player can cause the sub character to both appear and move to the predetermined position by the above predetermined operation input, so that the operation for the sub character can be simplified and the operability of this operation can be improved. In other embodiments, in a state where a sub character has not appeared on the field, the game system1may not necessarily accept the target movement instruction.
In the exemplary embodiment, even when the target movement instruction is made in a state where a sub character has not appeared on the field, the target position is set in accordance with the target movement instruction in the same manner as when the target movement instruction is made in a state where the sub character has appeared. That is, if no target object (i.e., enemy character or item) is present in the determination range, the target position is set to the center position of the determination range, and if a target object is present in the determination range, the position of the object is set as the target position.
[2-3. Automatic Battle]
FIG.13is a diagram showing an example of a game image when the sub character and the enemy character are performing the automatic battle. In the example shown inFIG.13, as a result of the sub character205moving toward the enemy character206from the situation shown inFIG.12, the automatic battle is being performed between the sub character205and the enemy character206.
In the exemplary embodiment, the automatic battle proceeds even if the player does not perform an input related to the battle. That is, the game system1causes the battle to automatically proceed without accepting any command related to the automatic battle. Specifically, in the exemplary embodiment, the game system1determines a win and a loss in the automatic battle, based on ability parameters (e.g., maximum hit point, attack power, defense power, quickness, etc.) of the sub character205and the enemy character206which battle with each other. In addition, the game system1calculates damage received by the sub character205in the automatic battle, and calculates the hit point value of the sub character205after the battle. When the automatic battle is started, the game system1may cause the sub character205and the enemy character206to perform attack motions, respectively. These attack motions may be motions having predetermined contents, or the motions performed may be unrelated to the win and the loss in the battle.
As described above, in the automatic battle, a battle is performed in a simplified manner as compared to the command battle, and the player can perform the battle without taking time and effort for an operation. In the exemplary embodiment, the player causes a sub character to perform the command battle when the player desires to make an instruction (i.e., command) related to a battle, and can cause the sub character to perform the automatic battle when the player desires to perform a battle in a simplified manner without making any instruction. In the exemplary embodiment, since a battle can be performed by the two types of methods such as the command battle and the automatic battle, the player can select a battle method, for example, according to their preferences or the game situation.
As shown inFIG.13, in the exemplary embodiment, even when the automatic battle is started, unlike when the command battle is started, the viewpoint of the game image (i.e., the position of the virtual camera) does not change. That is, during the automatic battle, the game system1controls the position and the direction of the virtual camera such that the player character201is included in the field-of-view range of the virtual camera (seeFIG.13). In the exemplary embodiment, during the automatic battle, as in while the automatic battle is not being performed, the game system1changes the position and the direction of the viewpoint in accordance with a viewpoint operation input (e.g., a direction input to the analog stick52of the right controller4) by the player. That is, the player can change the viewpoint of the game image during the automatic battle as in while the automatic battle is not being performed.
Moreover, during the automatic battle, unlike during the command battle, the player character201can move on the field. That is, even during the automatic battle, the game system1accepts a direction input for moving the player character201. As described above, during the automatic battle, as in the case where the player character201is moving on the field in a normal scene other than during a battle, the player can move the player character201or change the viewpoint of the game image.
As described above, in the exemplary embodiment, the automatic battle is started without switching the scene on the field, and movement control of the player character201based on a movement operation input is executed during the automatic battle. That is, the player can cause a sub character to perform the automatic battle even while moving the player character201on the field. Accordingly, for example, while moving the player character201to a destination on the field, the player can cause the sub character to perform the automatic battle without interrupting the movement of the player character201. Therefore, for the player who desires to quickly arrive at the destination but also desires to cause the sub character to perform a battle, it is convenient to cause the sub character to perform the automatic battle. In other embodiments, even during the automatic battle, as in during the command battle, the movement of the player character201may be limited, or the viewpoint of the game image may be changed (e.g., may be changed such that the sub character is displayed at the center of the screen) at the start of the battle.
Moreover, in the exemplary embodiment, while the automatic battle is being performed, the shape of the state image221regarding the sub character205is changed so as to show that the automatic battle is being performed (seeFIG.13). In the examples shown inFIG.12andFIG.13, the shape of the state image221is elliptical while the automatic battle is not being performed, and is polygonal while the automatic battle is being performed. Accordingly, the player can be notified that the automatic battle is being performed. For example, there may be cases where the sub character205is not included in the field-of-view range of the game image during the automatic battle, and even in such as case, the player can know whether or not the sub character205is performing the automatic battle, through the state image221.
FIG.14is a diagram showing an example of a game image when the sub character wins the automatic battle. The example shown inFIG.14shows a situation in which the sub character205has won against the enemy character206from the situation shown inFIG.13. At this time, the enemy character206which has lost disappears from the field (inFIG.14, the disappearance of the enemy character206is indicated by a dotted line). In addition, the game system1displays a notification image225notifying that the sub character205has won.
In the exemplary embodiment, in the automatic battle, as in the command battle, when the sub character205wins the battle, a victory reward is given. Specifically, when the player character201wins the battle, the game system1gives an experience value having a magnitude determined based on the enemy character206, to the sub character205, and also gives an item of a type corresponding to the enemy character206, to the player character201.
In the exemplary embodiment, the victory reward to be given in the automatic battle is set so as to be less than the victory reward to be given when wining against the same enemy character in the command battle. For example, when a sub character wins against a certain enemy character in the automatic battle, an experience value lower than an experience value to be given when wining against the enemy character in the command battle (e.g., ⅓ of the experience value) is given to the sub character. Accordingly, it is easier to acquire more victory rewards in the command battle than in the automatic battle, so that motivation to perform the command battle can be given to the player, and the possibility that the player performs only the automatic battle in which the operation is simple can be reduced. The “victory reward to be given in the automatic battle is set so as to be less than the victory reward to be given in the command battle” means to include both a method in which the reward to be given in a single battle is less and a method in which the total of rewards to be given in a plurality of battles is less. For example, in other embodiments, in the case where an item corresponding to an enemy character that is defeated in a battle is given based on a probability, when wining the automatic battle, the game system1may make the total number of items given through a plurality of automatic battles to be less than the total number of items given in a plurality of command battles, by giving an item with a lower probability than when wining the command battle.
In the exemplary embodiment, if another enemy character is placed around the sub character205(in the example shown inFIG.14, the enemy character207is located in the above action range which is based on the sub character205) at the time when the sub character205wins the automatic battle with the enemy character206, the sub character205continues the automatic battle. That is, in the above case, the sub character205moves to the vicinity of the enemy character207and then starts the automatic battle with the enemy character207. When the sub character205wins the automatic battle with the second or later enemy character, as in the case of wining the automatic battle with the first enemy character, if another enemy character is placed around the sub character205, the sub character205continues the automatic battle.
As described above, in the exemplary embodiment, when the automatic battle between a sub character and an enemy character ends, if another enemy character is placed in a predetermined range including the position of the sub character (i.e., the above action range), the game system1starts the automatic battle between the sub character and the other enemy character. Accordingly, when the sub character is caused to perform the automatic battle with a plurality of enemy characters placed at close distances, the player does not have to repeatedly make the target movement instruction, so that the operability of the operation for the sub character can be improved. In other embodiments, in the above case, the game system1may not necessarily cause the sub character to newly start the automatic battle with the other enemy character.
On the other hand, if any other enemy character is not placed around the sub character205(in the example shown inFIG.14, the enemy character207is not located in the above action range which is based on the sub character205) at the time when the sub character205wins the automatic battle with the enemy character206, the sub character205ends the automatic battle. In this case, the sub character205is controlled by the game system1so as to automatically move.
As described above, in the exemplary embodiment, when the automatic battle ends, the game system1starts automatic control of automatically moving the sub character. Accordingly, the sub character performs motions even if the player does not make any instructions after the automatic battle ends, so that the player can omit the time and effort for an operation. The above “when the automatic battle ends” means to indicate the case where, when the automatic battle is continuously performed with a plurality of enemy characters as a result of another enemy character being placed around the sub character at the time of end of the automatic battle with a certain enemy character, the automatic battle with the plurality of enemy characters ends. In other embodiments, the method for controlling the sub character when the automatic battle ends is discretionary, and when the automatic battle ends, the sub character may stop its motion until a certain instruction is made by the player.
FIG.15is a diagram showing an example of a game image when the sub character loses in the automatic battle. The example shown inFIG.15shows a situation in which the sub character205has lost to the enemy character206from the situation shown inFIG.13. At this time, the sub character205which has lost moves so as to come back to the player character201(see an arrow shown inFIG.15). In addition, the game system1displays a notification image226notifying that the sub character205has lost.
In the above-described command battle, the sub character205loses in the battle when the hit point of the sub character205reaches 0. In other words, the hit point of the sub character205reaches 0 when the sub character205loses in the battle. When the hit point of the sub character205reaches 0, the sub character205cannot appear on the field and cannot perform a battle. On the other hand, in the automatic battle, even if the sub character205loses in the battle, the hit point of the sub character205does not reach 0 but is set to a predetermined value (in the exemplary embodiment, 1) less than the upper limit of the hit point. Therefore, the automatic battle can be said to be less risky than the command battle, and the player can lightheartedly cause the sub character205to perform the automatic battle. In other embodiments, when the sub character205loses in the automatic battle, as in the case of the command battle, the hit point of the sub character205may be set to 0.
Even when the target movement instruction is made, if a predetermined limitation condition is satisfied, the game system1may not necessarily move the sub character205to the target position. For example, the limitation condition is that the hit point of the sub character is equal to or lower than a predetermined value (e.g., 20). This is to prevent the automatic battle from being performed in a state where the possibility of a loss is high (i.e., a state where the hit point value is low). In addition to the above, the game system1may set, as the limitation condition, a condition that a specific enemy character is placed in the determination range which is based on the target movement instruction. The above specific enemy character is, for example, a rare enemy character that rarely appears on the field. Here, in the exemplary embodiment, in the automatic battle, the player cannot make an instruction through a command and cannot acquire an enemy character. Therefore, in order to prevent the player from missing the opportunity to capture the above rare enemy character due to defeat of the rare enemy character by the sub character205in the automatic battle, the automatic battle is not performed with the above specific character.
The specific content of the above limitation condition is discretionary, and a condition other than the above may be used. For example, when an upper limit level for sub characters at which the player character201can make instructions is set in accordance with the progress of a story of the game, even when the target movement instruction is made, a sub character whose level is equal to or higher than the upper limit level may not necessarily be caused to move to the target position.
[2-4. Selection Instruction]
In the exemplary embodiment, in a state where an operation of moving the player character201on the field can be performed, the player can perform an operation input for a selection instruction. The selection instruction is an instruction to set one enemy character placed on the game field, as a selection target. That is, when the selection instruction is made, the game system1sets the enemy character as the selection target. In the exemplary embodiment, the use of the selection instruction allows the above-described throwing motion instruction for performing the command battle or the above-described target movement instruction for performing the automatic battle to be easily made. Hereinafter, the selection instruction will be described in detail.
In the exemplary embodiment, the selection instruction is made by a predetermined operation input to the controller (e.g., an input by pressing the ZL button39of the left controller3). In the exemplary embodiment, the game system1determines that the selection instruction is being made, while the predetermined operation input is being performed (i.e., while the ZL button39is being pressed), and determines that the selection instruction is not being performed, in accordance with the operation input being no longer performed (i.e., the ZL button39being no longer pressed). The specific input method for the selection instruction is discretionary. For example, in other embodiments, the game system1may determine that the selection instruction has been started, in accordance with a predetermined operation input being performed, and may determine that the selection instruction has been cancelled, in accordance with the operation input being performed again.
FIG.16is a diagram showing an example of a game image when the selection instruction is being made. In the exemplary embodiment, when the selection instruction is being made, the game system1controls the position and the direction of the virtual camera such that an enemy character208which is a selection target is displayed at a predetermined position around the center of the screen as shown inFIG.16. That is, the game system1controls the virtual camera such that the gaze point of the virtual camera is aligned with the enemy character208which is a selection target. At the time when the selection instruction is started, the game system1sets, for example, an enemy character placed closest to the above predetermined position, as the selection target. If the enemy character208moves while the selection instruction is being made, the game system1changes the position and/or the direction of the virtual camera such that the enemy character208is displayed at the above predetermined position.
While the selection instruction is being made, the game system1displays information about the enemy character208which is a selection target. In the exemplary embodiment, as shown inFIG.16, the name (shown as “∘∘” inFIG.16) of the enemy character208which is a selection target, the level of the enemy character208, and information indicative of having been captured or not, are displayed. The above information is displayed, for example, near the enemy character208. The information indicative of having been captured or not is information indicating whether or not an enemy character of the same type as the enemy character which is a selection target has been captured. In addition, the content of the displayed information is discretionary, and in other embodiments, for example, the hit point, the attribute, etc., of the enemy character which is a selection target may be displayed in addition to (or instead of) the above information.
In the exemplary embodiment, even while the selection instruction is being made, the player can make the above-described throwing motion instruction. Here, when the throwing motion instruction is made in a state where the selection instruction is being made, the game system1controls the player character201such that the player character201throws a ball toward an enemy character that is a selection target. That is, in the above case, the command battle between a sub character and the enemy character that is a selection target is started.
Moreover, in the exemplary embodiment, even when the sub character is in an appearance state, the player can make the selection instruction. Furthermore, even while the selection instruction is being made, the player can make the target movement instruction. When the target movement instruction is made in a state where the selection instruction is being made, the game system1sets the position of the enemy character that is a selection target, as the target position, and moves the sub character toward the enemy character that is a selection target. That is, in the above case, the automatic battle between the sub character and the enemy character that is a selection target is started.
As described above, in the exemplary embodiment, the game system1selects one of enemy characters on the field, based on the operation input for the selection instruction. Then, when a first operation input (specifically, the operation input for the throwing motion instruction) is performed in a state where the enemy character is selected, the game system1causes a sub character to appear at the location where the selected enemy character is placed, and controls the command battle between the sub character and the selected enemy character. In addition, when a second operation input (specifically, the operation input for the target movement instruction) is performed in a state where the enemy character is selected, the game system1moves the sub character toward the selected enemy character on the field, and controls the automatic battle between the sub character and the selected enemy character. According to the above, by using the selection instruction, the player can easily designate enemy characters to be opponents in the command battle and the automatic battle. For example, even in a state where a plurality of enemy characters are placed close to each other on the field, the player can select one enemy character by the selection instruction and cause the sub character to perform the command battle or the automatic battle.
In the exemplary embodiment, the game system1controls the virtual camera such that the enemy character which is a selection target is displayed as an attention object at the center position of the screen, but the virtual camera may be controlled in any manner while the enemy character which is a selection target is being selected. For example, in other embodiments, the position and the direction of the virtual camera may be controlled in accordance with an operation input by the player while the enemy character which is a selection target is being selected, as in when the enemy character is not being selected. That is, the enemy character which is a selection target does not have to be constantly displayed at the center position of the screen, and does not have to be constantly displayed on the screen.
In other embodiments, the game system1may not necessarily accept the selection instruction, and even in the case of accepting the selection instruction, the game system1may not necessarily set the enemy character selected by the selection instruction, as the opponent in the command battle or the automatic battle.
In the exemplary embodiment, an upper limit may be set for the distance at which the command battle can be performed through the throwing motion instruction (i.e., the distance at which the ball thrown by the player character201can reach an enemy character). In addition, in the case where such an upper limit is set, in a state where the command battle can be performed through the throwing motion instruction (e.g., when an enemy character that is a selection target is located in the range where the ball thrown by the player character201can reach) while the selection instruction is being made, the game system1may display a notification image notifying the player that the command battle can be performed through the throwing motion instruction.
Similar to the above, an upper limit may be set for the distance at which the automatic battle can be performed through the target movement instruction (i.e., the distance by which the sub character moves away from the player character201). In addition, in the case where such an upper limit is set, in a state where the automatic battle can be performed through the target movement instruction (e.g., when an enemy character that is a selection target is located in the range where the sub character is movable) while the selection instruction is being made, the game system1may display a notification image notifying the player that the automatic battle can be performed through the target movement instruction.
In the exemplary embodiment, when the distance between the player character201and an enemy character that is a selection target becomes equal to or larger than a predetermined distance, the game system1ends the process of controlling the virtual camera with the enemy character as the selection target, regardless of whether or not the selection instruction is being made. For example, the above predetermined distance may be set to a distance larger than the distance by which the player character201can throw a ball through a throwing motion.
3. Specific Example of Processing in Game System
Next, a specific example of information processing in the game system1will be described with reference toFIG.17toFIG.22.
FIG.17is a diagram showing an example of various types of data used for information processing in the game system1. The various types of data shown inFIG.17are stored in a storage medium (e.g., the flash memory84, the DRAM85, and/or the memory card attached to the slot23) accessible by the main body apparatus2.
As shown inFIG.17, the game system1stores therein a game program. The game program is a game program for executing the game processing (specifically, each process shown inFIG.18toFIG.22) in the exemplary embodiment.
The game system1also stores therein player character data, sub character data, enemy character data, and selection target data.
The player character data indicates various types of information regarding a player character. In the exemplary embodiment, the player character data includes possessed character data, possessed item data, and character position data. The possessed character data indicates sub characters possessed by the player character (i.e., sub characters associated with balls possessed by the player character). In addition, the possessed item data indicates items possessed by the player character. Moreover, the character position data indicates the position of the player character on the field.
The sub character data indicates various types of information regarding the sub characters possessed by the player character. The sub character data is stored for each sub character possessed by the player character. In the exemplary embodiment, the sub character data includes appearance state data, target position data, character position data, and hit point value data. The appearance state data indicates whether or not the sub character is in an appearance state where the sub character appears on the field. The target position data indicates the above target position which is set for the sub character. In addition, the character position data indicates the position of the sub character on the field when the sub character is in the appearance state. The hit point value data indicates the current hit point value of the sub character. In addition to the above data, the sub character data includes data indicating various ability parameters (e.g., maximum hit point, attack power, defense power, quickness, etc.) regarding the sub character.
The enemy character data indicates various types of information regarding enemy characters to be placed on the field. The enemy character data is stored for each enemy character to be placed on the field. In the exemplary embodiment, the enemy character data includes data indicating various ability parameters regarding the enemy character. In addition, the enemy character data includes character position data indicating the position of the enemy character on the field.
The selection target data indicates an enemy character to be a selection target when the above-described selection instruction is being made.
FIG.18andFIG.19are flowcharts showing an example of a flow of field processing executed by the game system1. The field processing is game processing executed in a scene in which the player character moves on the field during the game. During execution of the game program, the field processing is started, for example, when the player character appears on the field.
In the exemplary embodiment, the processor81of the main body apparatus2executes the game program stored in the game system1to execute processes in steps shown inFIGS.18to22. However, in another embodiment, a part of the processes in the steps may be executed by a processor (e.g., a dedicated circuit or the like) other than the above processor. If the game system1is communicable with another information processing apparatus (e.g., a server), a part of the processes in the steps shown inFIGS.18to22may be executed by another information processing apparatus. The processes in the steps shown inFIGS.18to22are merely examples, and the processing order of the steps may be changed or another process may be executed in addition to (or instead of) the processes in the steps as long as similar results can be obtained.
The processor81executes the processes in the steps shown inFIGS.18to22by using a memory (e.g., the DRAM85). That is, the processor81stores information (in other words, data) obtained in each process step, in the memory, and reads out the information from the memory when using the information for the subsequent process steps.
In step S1shown inFIG.18, the processor81moves the player character on the field, based on an operation input by the player. Specifically, the processor81acquires operation data received from each controller via the controller communication section83and/or the terminals17and21, and determines a direction input for moving the player character, based on the acquired operation data. The processor81moves the player character, based on the determined direction input. At this time, the processor81updates the character position data included in the player character data stored in the memory, such that the character position data indicates the position after the movement. Next to step S1, a process in step S2is executed.
In step S2, the processor81controls the movement of each enemy character placed on the field. That is, the processor81moves the enemy character according to an algorism defined in the game program. A specific movement mode of the enemy character is discretionary. The processor81updates the enemy character data stored in the memory, such that the enemy character data indicates the position after the movement. Next to step S2, a process in step S3is executed.
In step S3, the processor81determines whether or not the player character and the enemy character have come into contact with each other on the field. This determination is performed based on the character position data included in the player character data stored in the memory and the character position data included in the enemy character data. When the determination result in step S3is positive, the processor81ends the field processing. In this case, the processor81executes command battle processing (FIG.22) described later. Accordingly, a command battle is started. On the other hand, when the determination result in step S3is negative, a process in step S4is executed.
In step S4, the processor81determines whether or not a selection operation is being performed by the player, based on the operation data. When the determination result in step S4is positive, a process in step S5is executed. On the other hand, when the determination result in step S4is negative, the processes in steps S5and S6are skipped, and a process in step S7is executed.
In step S5, the processor81determines whether or not any enemy character is placed within a predetermined distance from the player character. This determination is performed based on the character position data included in the player character data stored in the memory and the character position data included in the enemy character data. When the determination result in step S5is positive, the process in step S6is executed. On the other hand, when the determination result in step S5is negative, the process in step S7is executed.
In step S6, the processor81sets an enemy character to be a selection target, among the enemy characters placed within the predetermined distance from the player character. That is, the processor81sets an enemy character to be a selection target by the method described above in “2-4 Selection instruction”, and stores data indicating this enemy character, as the selection target data in the memory. Next to step S6, a process in step S8is executed.
In step S7, the processor81cancels the enemy character that is a selection target. That is, the processor81updates the selection target data stored in the memory, such that the selection target data indicates that no selection target is set. Next to step S7, the process in step S8is executed.
In step S8, the processor81determines whether or not the throwing motion instruction has been performed by the player, based on the operation data. When the determination result in step S8is positive, a process in step S9is executed. On the other hand, when the determination result in step S8is negative, the processes in steps S9to S13are skipped, and a process in step S14is executed.
In step S9, the processor81determines whether or not there is an enemy character that is set as a selection target. This determination can be performed by referring to the selection target data stored in the memory. When the determination result in step S9is positive, the process in step S11is executed. On the other hand, when the determination result in step S9is negative, the process in step S10is executed.
In step S10, the processor81determines whether or not any enemy character is placed in the above determination range which is set based on the player character. That is, the processor81sets the determination range, based on the character position data included in the player character data stored in the memory, and performs the above determination, based on the set determination range and the position indicated by the character position data included in the enemy character data. When the determination result in step S10is positive, the process in step S11is executed. On the other hand, when the determination result in step S10is negative, the process in step S12is executed.
In step S11, the processor81controls the motion of the player character such that the player character throws a ball toward an enemy character. When there is an enemy character that is set as a selection target, the enemy character to which the ball is thrown is this enemy character, and when there is no enemy character that is set as a selection target, the enemy character to which the ball is thrown is the enemy character placed in the determination range. Through the process in step S11, the player character performs a motion of throwing the ball, and the ball is controlled so as to fly toward the enemy character. Then, when the ball hits the enemy character, the process in step S11is ended, and the processor81executes the command battle processing (FIG.22) described later. Accordingly, a command battle is started.
In step S12, the processor81controls the motion of the player character such that the player character throws a ball toward the front of the player character. Through the process in step S12, the player character performs a motion of throwing the ball, and the ball is controlled so as to fly toward the front of the player character. Then, when the ball drops onto the field, the process in step S12is ended, and the process in step S13is executed.
In step S13, the processor81causes a sub character to appear on the field. Specifically, among the sub characters possessed by the player character, the first sub character in the above-described order is placed on the field. At this time, the appearance state data included in the sub character data stored in the memory for the sub character is updated so as to indicate an appearance state, and the character position data included in the sub character data is updated so as to indicate the position at which the sub character has appeared. Next to step S13, the process in step S14is executed.
In step S14shown inFIG.19, the processor81determines whether or not there is any sub character that is in an appearance state. This determination is performed based on the appearance state data included in the sub character data stored in the memory. When the determination result in step S14is negative, a process in step S15is executed. On the other hand, when the determination result in step S14is positive, the processes in steps S15to S21are skipped, and a process in step S22is executed.
In step S15, the processor81determines whether or not the target movement instruction has been performed by the player, based on the operation data. The determination process in step S15is a process of determining whether or not the target movement instruction has been performed in a situation where no sub character has appeared on the field. When the determination result in step S15is positive, the process in step S16is executed. On the other hand, when the determination result in step S15is negative, the processes in steps S16to S21are skipped, and the process in step S22is executed.
In step S16, the processor81controls the motion of the player character such that the player character throws a ball toward the front of the player character. The process in step S16is the same as the process in step S12. Through the process in step S16, the player character performs a motion of throwing the ball, and the ball is controlled so as to fly toward the front of the player character. Then, when the ball drops onto the field, the process in step S16is ended, and the process in step S17is executed.
In step S17, the processor81causes a sub character to appear on the field. The process in step S17is the same as the process in step S13. Next to step S17, the process in step S18is executed.
In step S18, as in the determination process in step S9, the processor81determines whether or not there is an enemy character that is set as a selection target (i.e., whether or not the selection operation is being performed). When the determination result in step S18is positive, the process in step S20is executed. On the other hand, when the determination result in step S18is negative, the process in step S21is executed.
In step S19, the processor81determines whether or not a target object (i.e., an enemy character or an item) is placed in the above determination range which is set based on the player character. That is, the processor81sets the determination range, based on the character position data included in the player character data stored in the memory, and performs the above determination, based on the set determination range and the positions of the enemy character and the item placed on the field. When the determination result in step S19is positive, the process in step S20is executed. On the other hand, when the determination result in step S19is negative, the process in step S21is executed.
In step S20, the processor81sets the position of the enemy character or the item as a target position for the sub character. Specifically, when there is an enemy character that is set as a selection target, the position of this enemy character is set as the target position, and when there is no enemy character that is set as a selection target, the position of the enemy character or item placed in the above determination range is set as the target position. At this time, the processor81updates the target position data included in the sub character data stored in the memory, such that the target position data indicates the target position set by the above process in step S20. Next to step S20, the process in step S22is executed.
In step S21, the processor81sets a predetermined position in front of the player character, as a target position for the sub character. At this time, the processor81updates the target position data included in the sub character data stored in the memory, such that the target position data indicates the target position set by the above process in step S21. Next to step S21, the process in step S22is executed.
As described above, when it is determined in step S15that the target movement instruction has been performed, a ball is thrown by the process in step S16, and after a sub character appears on the field by the process in step S17, in sub character control processing (seeFIG.20andFIG.21) described later, the sub character is controlled so as to move toward the target position set in step S20or S21.
During a series of the processes in steps S1to S21, the processor81generates and displays a game image at appropriate timing (e.g., once in a one-frame time). Specifically, the processor81moves the virtual camera whose position and direction are set such that the player character is included in the field-of-view range thereof, in accordance with an operation of the player, and generates a game image showing the field viewed from the position of the virtual camera. At this time, based on the processes in steps S1, S2, S11to S13, S16, and S17and the result of the sub character control processing described later, the processor81generates a game image representing a state where each character performs motions corresponding to these processes. In addition, the processor81generates the game image such that the above-described state image221(seeFIG.10) and the marker image224(seeFIG.12) are included as appropriate. Moreover, while the selection instruction is being made by the player, the processor81controls the virtual camera so as to align the gaze point thereof with the enemy character to be a selection target, and generates the game image. The game image may be displayed on the display12of the main body apparatus2, or may be displayed on another display device (e.g., the above-described stationary monitor). By repeatedly executing the above process of generating and displaying the game image, a state where each character (i.e., the player character, the sub character, and the enemy character) performs motions on the field is displayed on the display device.
In step S22, the processor81determines whether or not to end the game. For example, when an instruction to end the game has been performed by the player, the processor81determines to end the game. When the determination result in step S22is negative, the process in step S1is executed again. Thereafter, except when the determination result in step S3, S9, or S10is positive, a series of the processes in steps S1to S22are repeatedly executed until it is determined in step S22to end the game. On the other hand, when the determination result in step S22is positive, the processor81ends the field processing shown inFIG.18andFIG.19.
FIG.20andFIG.21are sub flowcharts showing an example of a flow of the sub character control processing. The sub character control processing is processing for controlling the motion of the sub character that has appeared on the field. The sub character control processing is started when the sub character appears on the field during the above field processing, and is executed in parallel with the field processing while the sub character is appearing on the field.
In the sub character control processing, first, in step S31, the processor81determines whether or not the target movement instruction has been performed by the player, based on the operation data. When the determination result in step S31is positive, a process in step S32is executed. On the other hand, when the determination result in step S31is negative, the processes in steps S32to S35are skipped, and a process in step S36is executed.
In step S32, the processor81determines whether or not there is an enemy character that is set as a selection target (i.e., whether or not the selection operation is being performed). The determination process in step S32is performed in the same manner as the determination process in step S19. When the determination result in step S32is positive, the process in step S34is executed. On the other hand, when the determination result in step S32is negative, the process in step S33is executed.
In step S33, the processor81determines whether or not a target object (i.e., an enemy character or an item) is placed in the above determination range which is set based on the player character. The determination process in step S33is performed in the same manner as the determination process in step S20. When the determination result in step S33is positive, the process in step S34is executed. On the other hand, when the determination result in step S33is negative, the process in step S35is executed.
In step S34, the processor81sets the position of the enemy character or the item as a target position for the sub character. The process in step S34is the same as the process in step S21. Next to step S34, the process in step S36is executed.
In step S35, the processor81sets a predetermined position in front of the player character, as a target position for the sub character. The process in step S35is the same as the process in step S22. Next to step S35, the process in step S36is executed.
In step S36, the processor81determines whether or not the sub character is moving toward the target position. This determination is performed based on the target position data included in the sub character data stored in the memory. Specifically, when a target position has been set for the sub character and the sub character has not reached the target position, it is determined that the sub character is moving toward the target position. On the other hand, when a target position has not been set for the sub character or the sub character has reached the target position, it is determined that the sub character is not moving toward the target position. When the determination result in step S36is positive, a process in step S37is executed. On the other hand, when the determination result in step S36is negative, a process in step S38is executed.
In step S37, the processor81performs control of moving the sub character toward the target position. That is, the processor81moves the sub character toward the position indicated by the target position data included in the sub character data stored in the memory for the sub character. At this time, the character position data included in the sub character data is updated so as to indicate the position of the sub character after the movement. In addition, when the sub character reaches the target position as a result of the process in step S37, the processor81updates the target position data such that the target position data indicates that no target position is set. Next to step S37, a process in step S39is executed.
In step S38, the processor81performs control of automatically moving the sub character. That is, the processor81automatically moves the sub character according to an algorism defined in the game program. At this time, the character position data included in the sub character data is updated so as to indicate the position of the sub character after the movement. Next to step S38, the process in step S39is executed.
In step S39, the processor81determines whether or not the exit instruction has been performed by the player, based on the operation data. When the determination result in step S39is positive, a process in step S40is executed. On the other hand, when the determination result in step S39is negative, the process in step S40is skipped, and a process in step S41shown inFIG.21is executed.
In step S40, the processor81causes the sub character to exit the field. At this time, the processor81updates the appearance state data included in the sub character data stored in the memory, such that the appearance state data indicates a state where the sub character does not appear on the field. After step S40, the processor81ends the sub character control processing. In addition to when the process in step S40is executed, when the field processing is ended, the processor81ends the sub character control processing.
In step S41shown inFIG.21, the processor81determines whether or not the sub character has come close to the enemy character corresponding to the set target position. This determination is performed by determining whether or not the enemy character is located in the action range of the sub character, based on the character position data included in the sub character data stored in the memory and the character position data included in the enemy character data. When the determination result in step S41is positive, a process in step S42is executed. On the other hand, when the determination result in step S39is negative, the processes in steps S42and S43are skipped, and a process in step S44is executed.
In step S42, the processor81causes the sub character and the enemy character to perform motions in an automatic battle. For example, the processor81controls the sub character and the enemy character such that each character performs a predetermined attack motion against the opponent character. Next to step S42, the process in step S43is executed.
In step S43, the processor81determines a result (i.e., win or loss) of the automatic battle. Specifically, the processor81determines whether the sub character wins or losses, based on the data indicating the ability parameters and stored in the memory for the sub character and the enemy character that perform the automatic battle. In addition, the processor81calculates a hit point value, after the automatic battle, of each character, and updates, as necessary, the data indicating the hit point value for each of these characters and stored in the memory. Next to step S44, the process in step S44is executed.
In step S44, the processor81determines whether or not to end the automatic battle. In the exemplary embodiment, the result of the automatic battle is determined at the start of the automatic battle by the process in step S43, but the automatic battle is ended after the battle motion of each character controlled by the process in step S42is completed. Therefore, the processor81performs the determination in step S44based on whether or not the battle motion of each of the characters has been completed. When the determination result in step S44is positive, a process in step S45is executed. On the other hand, when the determination result in step S44is negative, the processes in steps S45to S49are skipped, and a process in step S50is executed.
In step S45, the processor81determines whether or not the sub character has won the automatic battle, based on the process result in step S43. When the determination result in step S45is positive, the process in step S46is executed. On the other hand, when the determination result in step S45is negative, the process in step S49is executed.
In step S46, the processor81gives victory rewards to the player character and the sub character. Specifically, the processor81gives an item corresponding to the enemy character defeated in the automatic battle, to the player character, and gives an experience value having a magnitude corresponding to the enemy character, to the sub character. At this time, the processor81updates the player character data and the sub character data stored in the memory, such that the player character data and the sub character data indicate the contents after the giving. Next to step S46, the process in step S47is executed.
In step S47, the processor81determines whether or not to cause the sub character to continuously perform the automatic battle. Specifically, the processor81determines whether or not any enemy character is placed in the action range based on the sub character. When the determination result in step S47is positive, the process in step S48is executed. On the other hand, when the determination result in step S47is negative, the process in step S48is skipped, and the process in step S50is executed.
In step S48, the processor81sets the position of the enemy character placed in the action range, as a new target position. At this time, the processor81updates the target position data included in the sub character data stored in the memory, such that the target position data indicates the position of the enemy character. Accordingly, in step S41executed next, it is determined that the sub character has come close to the enemy character, and the automatic battle between this enemy character and the sub character is performed. Next to step S48, the process in step S50is executed.
In step S49, the processor81controls the sub character such that the sub character moves toward the player character. Specifically, the processor81sets a predetermined position in the vicinity of the player character, as a target position for the sub character. At this time, the target position data included in the sub character data stored in the memory is updated so as to indicate the predetermined position. Accordingly, through the process in step S37executed later, the sub character moves toward the player character. Next to step S49, the process in step S50is executed.
In step S50, the processor81determines whether or not the sub character has come close to an item corresponding to the set target position. This determination is performed by determining whether or not the item is located in the action range of the sub character, based on the character position data included in the sub character data stored in the memory and the data indicating the position of the item placed on the field. When the determination result in step S50is positive, a process in step SM is executed. On the other hand, when the determination result in step S50is negative, the process in step S31is executed again.
In step S51, the processor81gives the item located near the sub character, to the player character. Specifically, the processor81deletes the item from the field, and updates the player character data stored in the memory, such that the player character data has a content of possessing the item. In step S51, the processor81executes a process of deleting the item from the field, and a process of giving the item to the player character may be executed at later timing (e.g., timing at which the sub character comes close to the player character, or timing at which the sub character exits the field). After step S51, the process in step S31is executed again.
FIG.22is a flowchart showing an example of a flow of the command battle processing executed by the game system1. The command battle processing is game processing executed when a command battle is performed during the game. The command battle processing is started when the field processing is ended as a result of the determination result in step S3or S13in the field processing being positive.
In the command battle processing shown inFIG.22, in one turn in the command battle, in a process loop of steps S61to S66are executed once, and when the turn is repeated in the command battle, the process loop of steps S61to S66is repeatedly executed. In addition, although not shown inFIG.22, the processor81generates and displays a game image at appropriate timing in a series of processes in steps S61to S66. Accordingly, a game image as shown inFIG.9is displayed, or an animation in which each character performs an attack motion is displayed by updating the game image.
In step S61shown inFIG.22, the processor81determines an action of an ally character (i.e., the player character and the sub character). That is, the processor81displays a game image including the above-described command images (seeFIG.9), and accepts an operation input for designating a command. The processor81acquires operation data received from each controller via the controller communication section83and/or the terminals17and21, and specifies the command designated by the player, based on the acquired operation data. The processor81determines an action corresponding to the specified command, as an action to be performed by the ally character. Next to step S61, the process in step S62is executed.
In step S62, the processor81determines an action of the enemy character. That is, the processor81determines an action to be performed by the enemy character, according to an algorism defined in the game program. Next to step S62, the process in step S63is executed.
In step S63, the processor81controls the motion of each character (i.e., the player character, the sub character, and the enemy character) based on the actions determined in steps S61and S62. In the exemplary embodiment, the processor81determines an action order of each character according to a rule defined in the game program, and causes each character to sequentially perform the action according to the determined action order. In addition, when a character performs an attack motion to attack another character, the processor81calculates the damage received by the other character, and changes the hit point value of the other character. Next to step S63, the process in step S64is executed.
In step S64, the processor81determines whether or not the enemy character has been successfully captured. That is, when the player character is determined in step S61to perform capture, in step S63, the player character performs a motion of capturing the enemy character, and whether the capture is successful or unsuccessful is determined. In step S64, whether or not the capture has been successful is determined. When the determination result in step S64is positive, the process in step S65is executed. On the other hand, when the determination result in step S64is negative, the process in step S65is skipped, and the process in step S66is executed.
In step S65, the processor81adds the successfully captured enemy character as a sub character possessed by the player character. At this time, the processor81updates the possessed character data stored in the memory, such that the possessed character data has a content of including the successfully captured enemy character. Next to step S65, the process in step S66is executed.
In step S66, the processor81determines whether or not to end the command battle. For example, when any one condition of (a) the hit point of the enemy character reaches 0 or is captured, (b) the hit point of the sub character reaches 0, and (c) the player character successfully escapes from the command battle, is satisfied, the processor81determines to end the command battle. On the other hand, when none of the above conditions are satisfied, the processor81determines not to end the command battle. When the determination result in step S66is positive, a process in step S67is executed. On the other hand, when the determination result in step S66is negative, the process in step S61is executed again. Thereafter, the turn in the command battle is repeated by repeatedly executing the process loop of steps S61to S66until it is determined in step S66to end the command battle.
In step S67, the processor81determines whether or not the sub character has won the command battle. Specifically, when the command battle has ended as a result of the above condition (a) being satisfied, the processor81determines that the sub character has won. On the other hand, when the command battle has ended as a result of the above condition (b) or (c) being satisfied, the processor81determines that the sub character has not won. When the determination result in step S67is positive, a process in step S68is executed. On the other hand, when the determination result in step S67is negative, a process in step S69is executed.
In step S68, the processor81gives victory rewards to the player character and the sub character. The process in step S68is the same as the process in step S46. However, in the exemplary embodiment, in the process in step S68, the processor81gives a higher experience value than that when the process in step S46is executed, to the sub character when wining against the same enemy character. Next to step S68, the process in step S69is executed.
In step S69, the processor81sets the state of the sub character after the command battle. Specifically, when the sub character has lost in the command battle, the processor81set the sub character to be in a state where the sub character has exited the field, and in other cases (i.e., when the sub character has won the command battle or when the battle has ended as a result of the player character escaping from the command battle), the processor81sets the sub character to be in an appearance state. The processor81updates the appearance state data included in the sub character data stored in the memory, such that the appearance state data indicates the content after the setting. After step S69, the processor81ends the command battle processing. After the end of the command battle processing, the above-described field processing is executed, and when a sub character is placed on the field, the sub character control processing is also executed.
4. Function and Effect of the Exemplary Embodiment, and Modifications
As described above, in the exemplary embodiment, the game program is configured to cause a computer of an information processing apparatus (the main body apparatus2as an example) to execute the following processes.Process of moving a player character on a field in a virtual space, based on a movement operation input (step S1).Process of performing control of causing a sub character to appear on the field, based on a first operation input (as an example, the operation input for the throwing motion instruction) (step S13in the field processing, or the command battle processing), and (a) when an enemy character is placed at a location where the sub character is caused to appear, controlling a battle (as an example, the above command battle) between the sub character and the enemy character by a first mode in which the battle proceeds based on an operation input (step S63), and (b) when the enemy character is not placed at the location where the sub character is caused to appear, starting automatic control of automatically moving the sub character that has appeared (step S38).Process of performing control of moving the sub character in a predetermined direction on the field, based on a second operation input (step S37), and, when the enemy character is placed at a location of a designation, controlling a battle (as an example, the above automatic battle) between the sub character and the enemy character by a second mode in which the battle automatically proceeds (step S42).
According to the above configuration, the player can perform two types of battles, that is, a battle by the first mode and a battle by the second mode. In addition, according to the above configuration, since the player can selectively perform a battle by the first mode in which the player performs an operation input, and a battle by the simpler second mode, for example, the player can perform a battle according to a game situation or their preferences, and can comfortably progress the game.
The “location where the sub character is caused to appear” refers to a range including a position at which the sub character is placed when the sub character appears (e.g., may be the above-described determination range or a range within a predetermined distance from this position). Therefore, the “when an enemy character is placed at a location where the sub character is caused to appear” means to include the case where the enemy character is placed near the position at which the sub character is placed when the sub character appears.
The “control of moving the sub character on the field in a predetermined direction, based on a second operation input” may mean control of designating a position of a designation of the sub character (e.g., the above-described target position) by the second operation input (can be regarded as designating a direction from the current position of the sub character to the position of the designation by the second operation input), or may mean control of designating a movement direction of the sub character by the second operation input.
The battle by the first mode means to include a battle by a discretionary mode in which the battle proceeds based on an operation input by the player. In the above embodiment, the command battle in which the player designates a command is described as a specific example of the battle by the first mode, but the battle by the first mode is not limited to the command battle. For example, in other embodiments, as the battle by the first mode, a battle in which a character moves on a battle field in response to a direction input or a character performs an attack motion or a jump motion in response to a predetermined button input, may be performed.
In the exemplary embodiment, when a process is executed by using data (including a program) in a certain information processing apparatus, a part of the data required for the process may be transmitted from another information processing apparatus different from the certain information processing apparatus. In this case, the certain information processing apparatus may execute the process by using the data received from the other information processing apparatus and the data stored therein.
In other embodiments, the information processing system may not include some of the components in the above embodiment, and may not execute some of the processes executed in the above embodiment. For example, in order to achieve a specific effect of a part of the above embodiment, the information processing system only needs to include a configuration for achieving the effect and execute a process for achieving the effect, and need not include other configurations and need not execute other processes.
The exemplary embodiment can be used as, for example, a game system or a game program, in order to, for example, perform a battle in a game by a plurality of methods.
While certain example systems, methods, devices and apparatuses have been described herein, it is to be understood that the appended claims are not to be limited to the systems, methods, devices and apparatuses disclosed, but on the contrary, are intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims.
Claims
- A non-transitory computer-readable storage medium having stored therein a game program, the game program causing a processor of an information processing apparatus to execute: performing control of moving a player character on a field in a virtual space, based on a movement operation input;performing control of causing a sub character to appear on the field, based on a first operation input, and when an enemy character is placed at a location where the sub character is caused to appear, controlling a battle between the sub character and the enemy character by a first mode in which the battle proceeds based on an operation input, and when the enemy character is not placed at the location where the sub character is caused to appear, starting automatic control of automatically moving the sub character that has appeared;and performing control of moving the sub character in a predetermined direction on the field, based on a second operation input, and, when the enemy character is placed at a location of a designation, controlling a battle between the sub character and the enemy character by a second mode in which the battle automatically proceeds.
- The storage medium according to claim 1, wherein the game program further causes the processor to start the automatic control after the battle by the second mode ends.
- The storage medium according to claim 2, wherein the game program further causes the processor to, if another enemy character is placed in a predetermined range including a position of the sub character when the battle between the sub character and the enemy character by the second mode ends, start a battle between the sub character and the other enemy character by the second mode.
- The storage medium according to claim 3, wherein the automatic control includes movement control of causing the sub character to follow the player character.
- The storage medium according to claim 1, wherein the game program further causes the processor to perform control of bringing the sub character into a state where the sub character has not appeared on the field, when a third operation input is performed in a state where the sub character has appeared.
- The storage medium according to claim 1, wherein the game program further causes the processor to, when the player character comes into contact with the enemy character, control a battle between the sub character and the enemy character by the first mode regardless of whether or not the sub character has appeared on the field.
- The storage medium according to claim 1, wherein the game program causes the processor to perform control of moving the sub character toward a predetermined position set in front of the player character, when the second operation input is performed.
- The storage medium according to claim 7, wherein the game program causes the processor to perform control of causing the sub character to appear on the field and moving the sub character toward the predetermined position, when the second operation input is performed in a state where the sub character has not appeared on the field.
- The storage medium according to claim 1, wherein the game program further causes the processor to: select one of enemy characters on the field, based on a fourth operation input;when the first operation input is performed in a state where the enemy character is selected, perform control of causing the sub character to appear at a location where the selected enemy character is placed, and control a battle between the sub character and the selected enemy character by the first mode;and when the second operation input is performed in a state where the enemy character is selected, perform control of moving the sub character toward the selected enemy character on the field, and control a battle between the sub character and the selected enemy character by the second mode.
- The storage medium according to claim 1, wherein, in a battle by the first mode, a plurality of commands including at least an attack by the sub character on the enemy character and capture of the enemy character are designated based on an operation input, and motions of the player character and/or the sub character corresponding to the designated commands are executed.
- The storage medium according to claim 10, wherein a battle by the first mode is started after display control of moving a viewpoint such that the sub character and the enemy character that perform the battle are included at least in a field of view, without switching a scene on the field, and movement of the player character is limited during the battle.
- The storage medium according to claim 11, wherein a battle by the second mode is started without switching the scene on the field, and movement control of the player character based on the movement operation input is executed during the battle.
- An information processing system comprising at least one information processing apparatus including a processor, at least any one processor of said at least one information processing apparatus: moving a player character on a field in a virtual space, based on a movement operation input;causing a sub character to appear on the field, based on a first operation input, and when an enemy character is placed at a location where the sub character is caused to appear, controlling a battle between the sub character and the enemy character by a first mode in which the battle proceeds based on an operation input, and when the enemy character is not placed at the location where the sub character is caused to appear, starting automatic control of automatically moving the sub character that has appeared;and moving the sub character in a predetermined direction on the field, based on a second operation input, and, when the enemy character is placed at a location of a designation, controlling a battle between the sub character and the enemy character by a second mode in which the battle automatically proceeds.
- The information processing system according to claim 13, wherein said at least any one processor starts the automatic control after the battle by the second mode ends.
- The information processing system according to claim 14, wherein, if another enemy character is placed in a predetermined range including a position of the sub character when the battle between the sub character and the enemy character by the second mode ends, said at least any one processor starts a battle between the sub character and the other enemy character by the second mode.
- The information processing system according to claim 15, wherein the automatic control includes movement control of causing the sub character to follow the player character.
- The information processing system according to claim 13, wherein, when a third operation input is performed in a state where the sub character has appeared, said at least any one processor perform control of bringing the sub character into a state where the sub character has not appeared on the field.
- The information processing system according to claim 13, wherein when the player character comes into contact with the enemy character, said at least any one processor controls a battle between the sub character and the enemy character by the first mode regardless of whether or not the sub character has appeared on the field.
- The information processing system according to claim 13, wherein, when the second operation input is performed, said at least any one processor moves the sub character toward a predetermined position set in front of the player character.
- The information processing system according to claim 19, wherein, when the second operation input is performed in a state where the sub character has not appeared on the field, said at least any one processor causes the sub character to appear on the field and moves the sub character toward the predetermined position.
- The information processing system according to claim 13, wherein said at least any one processor: selects one of enemy characters on the field, based on a fourth operation input;when the first operation input is performed in a state where the enemy character is selected, causes the sub character to appear at a location where the selected enemy character is placed, and controls a battle between the sub character and the selected enemy character by the first mode;and when the second operation input is performed in a state where the enemy character is selected, moves the sub character toward the selected enemy character on the field, and controls a battle between the sub character and the selected enemy character by the second mode.
- The information processing system according to claim 13, wherein, in a battle by the first mode, a plurality of commands including at least an attack by the sub character on the enemy character and capture of the enemy character are designated based on an operation input, and motions of the player character and/or the sub character corresponding to the designated commands are executed.
- The information processing system according to claim 22, wherein a battle by the first mode is started after display control of moving a viewpoint such that the sub character and the enemy character that perform the battle are included at least in a field of view, without switching a scene on the field, and movement of the player character is limited during the battle.
- The information processing system according to claim 23, wherein a battle by the second mode is started without switching the scene on the field, and movement control of the player character based on the movement operation input is executed during the battle.
- An information processing apparatus comprising a processor, the processor: moving a player character on a field in a virtual space, based on a movement operation input;causing a sub character to appear on the field, based on a first operation input, and when an enemy character is placed at a location where the sub character is caused to appear, controlling a battle between the sub character and the enemy character by a first mode in which the battle proceeds based on an operation input, and when the enemy character is not placed at the location where the sub character is caused to appear, starting automatic control of automatically moving the sub character that has appeared;and moving the sub character in a predetermined direction on the field, based on a second operation input, and, when the enemy character is placed at a location of a designation, controlling a battle between the sub character and the enemy character by a second mode in which the battle automatically proceeds.
- A game processing method executed by an information processing system, the information processing system: moving a player character on a field in a virtual space, based on a movement operation input;causing a sub character to appear on the field, based on a first operation input, and when an enemy character is placed at a location where the sub character is caused to appear, controlling a battle between the sub character and the enemy character by a first mode in which the battle proceeds based on an operation input, and when the enemy character is not placed at the location where the sub character is caused to appear, starting automatic control of automatically moving the sub character that has appeared;and moving the sub character in a predetermined direction on the field, based on a second operation input, and, when the enemy character is placed at a location of a designation, controlling a battle between the sub character and the enemy character by a second mode in which the battle automatically proceeds.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.