IP Library › Granted Patent US 8,449,391
Granted Patent B2
US 8,449,391 · App. 12/995,098 · Granted May 28, 2013

Game program, storage medium, game device and game system

Inventors: Jiro Taoka (Osaka, JP); Takaaki Yamanouchi (Osaka, JP)
Assignee: Capcom Co., Ltd.
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Quick Facts
Patent No.
US 8,449,391
App. No.
12/995,098
Granted
May 28, 2013
Kind
B2
Abstract

In a game program for a multiplayer game, when a player character receives damage and the strength level reaches a certain level, the player character goes into an extension state before death, in which the character is weakened but is able to recover. If a friendly player character performs a recovery action within a certain time from the weakened state having been reached, the player character in the weakened state recovers to a normal state. On the other hand, if the player character in the weakened state is attacked by an enemy character, or if the certain time has elapsed, the player character in the weakened state is caused to die and the game is ended.

Claims (79)

1. A game program driving a computer to function as:

a game space control unit for generating a virtual game space; and

a player object control unit for generating a player object operated by a user and for causing the player object to perform an activity in the game space based on operational information, wherein

a plurality of the player object control units is provided to cause a plurality of player objects to perform activities in the game space,

each of the player object control units includes:

a unit for storing an activity ability value that indicates activity ability of a corresponding player object;

an activity ability value control unit for reducing the activity ability value when the corresponding player object receives damage;

a unit for maintaining the activities by the corresponding player object for a predetermined recoverable time in a recovery wait state and for accepting a predetermined recovery action by another player object during the recoverable time in the recovery wait state, when the activity ability value of the corresponding player object is reduced to zero; and

a unit for causing the corresponding player object to enter an activity inability state when the recovery action is not received from the another player object within the recoverable time; and

an enemy object control unit for generating an enemy object that attacks the player object and for causing the enemy object to perform activities in the game space, wherein

the activity ability value control unit includes a unit for reducing the activity ability value when the corresponding player object receives an attack from the enemy object, and

the enemy object control unit determines whether the player object is in the recovery wait state, and controls the enemy object so that the enemy object does not attack the player object when the player object is determined to be in the recovery wait state during either a part of or an entirety of the recoverable time.

2. The game program according to claim 1 , wherein

the plurality of the player object control units performs a process to end the game when a predetermined number of the plurality of player objects enters the activity inability state, the predetermined number being less than the total number of the plurality of player objects.

3. The game program according to claim 1 , wherein

the plurality of the player object control units performs a process to end the game when all of the plurality of player objects enter the activity inability state or the recovery wait state.

4. The game program according to claim 1 , wherein

the player object control unit prohibits activities, excluding movement, based on the operational information when the corresponding player object is in the recovery wait state.

5. The game program according to claim 1 , wherein

the player object control unit causes the corresponding player object to enter the activity inability state when the corresponding player object receives an additional damage in the recovery wait state, regardless of the recoverable time.

6. The game program according to claim 1 , wherein

the player object control unit reduces a remainder of the recoverable time by a predetermined amount when the corresponding player object receives additional damage in the recovery wait state.

7. The game program according to claim 1 , wherein

when the corresponding player object receives a recovery action from another player object in the recovery wait state, the player object control unit sets a remainder of the recoverable time at that time as the predetermined recoverable time for a subsequent recovery wait state.

8. The game program according to claim 7 , wherein

the player object control unit sets the predetermined recoverable time for the subsequent recovery wait state as a preset maximum recoverable time when the corresponding player object in the recovery wait state has received a recovery action including a specific action from another player object.

9. The game program according to claim 1 , wherein

the computer is driven to further function as one or a plurality of game image drawing units for generating one or a plurality of the game images corresponding to a part of or the entire plurality of player objects, and

each of the game image drawing units includes a unit for generating an image of the game space including the corresponding player object and generates an exclusive game image that is different from a normal game image when the corresponding player object enters the recovery wait state.

10. The game program according to claim 1 , wherein

the computer is driven to further function as one or a plurality of the game image drawing units for generating one or a plurality of the game images corresponding a part of or the entire plurality of player objects, and

each of the game image drawing units includes a unit for generating a gauge that displays an activity ability value of another player object and for changing a display format of the gauge of the another player object when the another player object enters the recovery wait state.

11. The game program according to claim 1 , wherein

the computer is driven to further function as one or a plurality of game image drawing units for generating one or a plurality of game images corresponding a part of or the entire plurality of player objects, and

each of the game image drawing units includes a unit for generating an image of the game space including the corresponding player object and for generating a figure indicating a direction of a location of the another player object in the image of the game space when the another player object enters the recovery wait state.

12. The game program according to claim 1 , wherein the recovery wait state permits the player object in the recovery wait state to recover when the predetermined recovery action by the another player object on a same team is accepted by the player object and permits the player object to avoid attack during the recoverable time.

13. A non-transitory computer readable storage medium including a game program recorded therein, the game program causing a computer to function as:

a game space control unit for generating a virtual game space; and

a player object control unit for generating a player object operated by a user and for causing the player object to perform an activity in the game space based on operational information, wherein

a plurality of the player object control units is provided to cause a plurality of the player objects to perform activities in the game space,

each of the player object control units includes:

a unit for storing an activity ability value that indicates activity ability of a corresponding player object;

an activity ability value control unit for reducing the activity ability value when the corresponding player object receives damage;

a unit for maintaining the activities by the corresponding player object for a predetermined recoverable time in a recovery wait state and for accepting a predetermined recovery action by another player object during the recoverable time in the recovery wait state, when the activity ability value of the corresponding player object is reduced to zero; and

a unit for causing the corresponding player object to enter an activity inability state when the recovery action is not received from another player object within the recoverable time; and

an enemy object control unit for generating an enemy object that attacks the player object and for causing the enemy object to perform activities in the game space, wherein

the activity ability value control unit includes a unit for reducing the activity ability value when the corresponding player object receives an attack from the enemy object, and

the enemy object control unit determines whether the player object is in the recovery wait state, and controls the enemy object so that the enemy object does not attack the player object when the player object is determined to be in the recovery wait state during either a part of or an entirety of the recoverable time.

14. The non-transitory computer readable storage medium according to claim 13 , wherein the recovery wait state permits the player object in the recovery wait state to recover when the predetermined recovery action by the another player object on a same team is accepted by the player object and permits the player object to avoid attack during the recoverable time.

15. A game device, comprising:

a game space control unit for generating a virtual game space; and

a player object control unit for generating a player object operated by a user and for causing the player object to perform an activity in the game space based on operational information, wherein

a plurality of the player object control units is provided to cause a plurality of the player objects to perform activities in the game space,

each of the player object control units includes:

a unit for storing an activity ability value that indicates activity ability of a corresponding player object;

an activity ability value control unit for reducing the activity ability value when the corresponding player object receives damage;

a unit for maintaining the activities by the corresponding player object for a predetermined recoverable time in a recovery wait state and for accepting a predetermined recovery action by another player object during the recoverable time in the recovery wait state, when the activity ability value of the corresponding player object is reduced to zero; and

a unit for causing the corresponding player object to enter an activity inability state when the recovery action is not received from another player object within the recoverable time; and

an enemy object control unit for generating an enemy object that attacks the player object and for causing the enemy object to perform activities in the game space, wherein

the activity ability value control unit includes a unit for reducing the activity ability value when corresponding player object receives an attack from the enemy object, and

the enemy object control unit determines whether the player object is in the recovery wait state, and controls the enemy object so that the enemy object does not attack the player object when the player object is determined to be in the recovery wait state during either a part of or an entirety of the recoverable time.

16. The game device according to claim 15 , wherein the recovery wait state permits the player object in the recovery wait state to recover when the predetermined recovery action by the another player object on a same team is accepted by the player object and permits the player object to avoid attack during the recoverable time.

17. A game system including a plurality of game devices being connected to each other through a network, each of the game devices including:

a game space control unit for generating a virtual game space;

a player object control unit for generating a player object operated by a user and for causing the player object to perform an activity in the game space based on operational information, wherein

a plurality of the player object control units is provided to cause a plurality of the player objects to perform activities in the game space,

each of the player object control units includes:

a unit for storing an activity ability value that indicates activity ability of a corresponding player object;

an activity ability value control unit for reducing the activity ability value when the corresponding player object receives damage;

a unit for maintaining the activities by the corresponding player object for a predetermined recoverable time in a recovery wait state and for accepting a predetermined recovery action by another player object during the recoverable time in the recovery state, when the activity ability value of the corresponding player object is reduced to zero; and

a unit for causing the corresponding player object to enter an activity inability state when the recovery action is not received from another player object within the recoverable time,

each of the game devices further includes:

an operation unit for inputting operational information from a user; and

a communication unit for transmitting the operational information outputted from the operation unit to the another game device and for receiving operational information from another game device through the network, and

the player object control unit of the game device each causes the plurality of player objects to perform activities in the game space based on the operational information outputted from the operation unit and the operational information received from the another game device; and

an enemy object control unit for generating an enemy object that attacks the player object and for causing the enemy object to perform activities in the game space, wherein

the activity ability value control unit includes a unit for reducing the activity ability value when the corresponding player object receives an attack from the enemy object, and

the enemy object control unit determines whether the player object is in the recovery wait state, and controls the enemy object so that the enemy object does not attack the player object when the player object is determined to be in recovery wait state during either a part of or an entirety of the recoverable time.

18. The game system according to claim 17 , wherein the recovery wait state permits the player object in the recovery wait state to recover when the predetermined recovery action by the another player object on a same team is accepted by the player object and permits the player object to avoid attack during the recoverable time.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 29, 2010
From: TAOKA, JIRO; YAMANOUCHI, TAKAAKI
To: CAPCOM CO., LTD.
Reel/Frame 025428/0862 →
Priority Claims (1)
JP 2008-142189 · May 30, 2008 · national
Continuity (1)
Related Publication 20110077078A1 · Mar 31, 2011