IP Library Granted Patent US 9,849,375
Granted Patent B2
US 9,849,375 · App. 14/272,225 · Granted Dec 26, 2017

Game program and game device

Inventor: Jun Matsunaga (Tokyo, JP)
Assignee: KABUSHIKI KAISHA SEGA Games
A63F13/2145A63F13/56A63F13/822A63F13/92
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Quick Facts
Patent No.
US 9,849,375
App. No.
14/272,225
Granted
Dec 26, 2017
Kind
B2
Abstract

A game program causes a computer to implement a player character movement control function of controlling a player character to move from its home position toward a target movement position which has been set and, when a predetermined condition is met after the player character has moved to the set target movement position, controlling the player character to move from the current position to a second area including the home position.

Claims (28)

1. A computer-implemented method comprising executing on a processor the steps of:

setting a game area, the game area comprising at least a first area in which a target movement position of an enemy character can be set, a second area including a number of sub-areas in which a home position of a player character can be set, and a third area in which a target movement position of the player character can be set;

setting an initial position of the enemy character in an area other than the first and second areas in the game area, and setting a target movement position of the enemy character in the first area, and controlling the enemy character to move from the initial position toward the target movement position that has been set;

setting the home position in one of the sub-areas for each of a number of player characters, and setting a target movement position of the player character in the third area in response to an operation input to the computer, and controlling the player character to move from the home position toward the target movement position that has been set;

controlling the player character and the enemy character to fight against each other in accordance with a positional relationship between the player character and the enemy character; and

terminating a game in the case where a predetermined condition is met; wherein

after one player character of the number of player characters has been moved to the set target movement position, the processor automatically moves the one player character to return the one player character from the current position back to the home position in which the one player character was originally located.

2. The computer implemented method according to claim 1 , wherein the current position of the enemy character is set as the target movement position of the player character.

3. The computer implemented method according to claim 1 , wherein

the method comprises setting a plurality of paths for the enemy character to move thereon in the third area, the number of the paths being set to correspond to the number of the sub-areas.

4. The computer implemented method according to claim 3 , further comprising controlling the player character to move across one path and another path among the plurality of paths.

5. The computer implemented method according to claim 3 , wherein

for each of a plurality of player characters, the method comprises setting a home position in one of the sub-areas, setting a target movement position of the player character in the third area in response to an operation input to the computer, and controlling the player character to move from the home position toward the set target movement position, and

the method further comprising changing abilities of at least one of the player characters in accordance with a formation based on the home positions of the player characters.

6. The computer implemented method according to claim 5 , wherein

in the case of controlling the player character to move to the second area, the method comprises controlling the player character to move to the home position where the player character was located, and

in the case where the home positions of the player characters fail to match the formation, the method comprises returning the changed abilities of the player character(s) to the abilities before the change.

7. The computer implemented method according to claim 5 , wherein the method comprises changing the home position of the player character within the second area, in response to an operation input to the computer.

8. The computer implemented method according to claim 5 , wherein the method comprises changing the abilities of the player character(s) on the conditions that the home positions of the player characters match the formation and that the current positions of all the player characters correspond to the home positions thereof.

9. A game device comprising:

a processor configured to

accept an operation by a player;

set a game area, the game area comprising at least a first area in which a target movement position of an enemy character can be set, a second area including a number of sub-areas in which a home position of a player character can be set, and a third area in which a target movement position of the player character can be set;

set an initial position of the enemy character in an area other than the first and second areas in the game area, set a target movement position of the enemy character in the first area, and control the enemy character to move from the initial position toward the target movement position that has been set;

set the home position in one of the sub-areas for each of a number of player characters, set a target movement position of the player character in the third area in response to an operation input to the operation unit, and control the player character to move from the home position toward the target movement position that has been set;

control the player character and the enemy character to fight against each other in accordance with a positional relationship between the player character and the enemy character; and

terminate a game in the case where a predetermined condition is met; wherein

after one player character of the number of player characters has been moved to the set target movement position, the processor automatically moves the one player character to return the one player character from the current position back to the hope position in which the one player character was originally located.

Assignments (2)
CHANGE OF NAME Recorded Nov 8, 2017
From: KABUSHIKI KAISHA SEGA DBA SEGA CORPORATION
To: KABUSHIKI KAISHA SEGA GAMES DBA SEGA GAMES CO., LTD.
Reel/Frame 044395/0713 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Sep 10, 2014
From: MATSUNAGA, JUN
To: KABUSHIKI KAISHA SEGA DBA SEGA CORPORATION
Reel/Frame 033714/0844 →
Priority Claims (1)
JP 2013-100726 · May 10, 2013 · national
Continuity (1)
Related Publication 20140335951A1 · Nov 13, 2014