IP Library Granted Patent US 11,628,363
Granted Patent B2
US 11,628,363 · App. 17/220,851 · Granted Apr 18, 2023

Game processing method and recording medium

Inventor: Koki Aoyanagi (Yokohama, JP)
Assignee: KOEI TECMO GAMES CO., LTD.
A63F13/577A63F13/285A63F13/56A63F13/833A63F2300/1037A63F2300/8029
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Quick Facts
Patent No.
US 11,628,363
App. No.
17/220,851
Granted
Apr 18, 2023
Kind
B2
Abstract

A game processing method executed by an information processing device includes moving an ally character on a field in accordance with a player's operation, executing a fight with an enemy character on the field in accordance with the player's operation when the ally character encounters the enemy character, and adding a second motion for vibrating the enemy character to a first motion being executed by the enemy character, when an attack of the ally character hits the enemy character.

Claims (31)

1. A game processing method executed by an information processing device, comprising:

moving an ally character on a field in accordance with a player's operation;

executing a fight with an enemy character on the field in accordance with the player's operation when the ally character encounters the enemy character; and

adding a second motion that is a shaking motion of the enemy character to a first motion that is movement, attack, or avoidance being executed by the enemy character so that the enemy character executes the second motion in conjunction with the first motion by adding a relative movement value from the first motion to the first motion, when an attack of the ally character hits the enemy character,

wherein the adding the second motion comprises adding the second motion so that a shaking direction of the enemy character changes based on a direction of being hit by the attack of the ally character.

2. The game processing method according to claim 1 , further comprising:

stopping a movement of the ally character in a direction parallel to the field regardless of the player's operation when the attack of the ally character hits the enemy character.

3. The game processing method according to claim 2 , further comprising:

determining whether the attack of the ally character having hit the enemy character is a short-range attack or a long-range attack,

wherein the stopping the movement comprises stopping the movement of the ally character when the attack is determined as the short-range attack.

4. A game processing method executed by an information processing device, comprising:

moving an ally character on a field in accordance with a player's operation;

executing a fight with an enemy character on the field in accordance with the player's operation when the ally character encounters the enemy character;

adding a second motion that is a shaking motion of the enemy character to a first motion being executed by the enemy character, when an attack of the ally character hits the enemy character; and

stopping a movement of the ally character in a direction parallel to the field regardless of the player's operation when the attack of the ally character hits the enemy character,

wherein the stopping the movement comprises stopping the movement of the ally character during execution of a third motion that is an action of the attack of the ally character having hit the enemy character, and

wherein the stopping the movement comprises cancelling a stop of the movement of the ally character when the third motion ends.

5. The game processing method according to claim 1 ,

wherein the adding the second motion comprises adding the second motion has a different range based on a kind of the enemy character hit by the attack of the ally character.

6. The game processing method according to claim 4 ,

wherein the adding the second motion comprises adding the second motion so that the enemy character shakes in a direction corresponding to a direction of being hit by the attack of the ally character.

7. The game processing method according to claim 4 , further comprising:

determining whether the attack of the ally character having hit the enemy character is a short-range attack or a long-range attack,

wherein the stopping the movement comprises stopping the movement of the ally character when the attack is determined as the short-range attack.

8. The game processing method according to claim 4 ,

wherein the adding the second motion comprises adding the second motion has a different range based on a kind of the enemy character hit by the attack of the ally character.

9. A non-transitory recording medium readable by an information processing device, the recording medium storing a game program programmed to cause the information processing device to:

move an ally character on a field in accordance with a player's operation;

execute a fight with an enemy character on the field in accordance with the player's operation when the ally character encounters the enemy character; and

add a second motion that is a shaking motion of the enemy character to a first motion that is movement, attack, or avoidance being executed by the enemy character so that the enemy character executes the second motion in conjunction with the first motion by adding a relative movement value from the first motion to the first motion, when an attack of the ally character hits the enemy character,

wherein the adding the second motion comprises adding the second motion so that a shaking direction of the enemy character changes based on a direction of being hit by the attack of the ally character.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 1, 2021
From: AOYANAGI, KOKI
To: KOEI TECMO GAMES CO., LTD.
Reel/Frame 055803/0398 →
Priority Claims (1)
JP JP2020-066456 · Apr 2, 2020 · national
Continuity (1)
Related Publication 20210308577A1 · Oct 7, 2021
Cited By (1)
US 12,458,883