Computer-readable recording medium, game controlling method...

Amusement devices: games – Including means for processing electronic data – Data storage or retrieval

Reexamination Certificate

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Details

C463S007000

Reexamination Certificate

active

06273822

ABSTRACT:

BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates to a recording medium storing a program for controlling a video game, a controlling method of a video game and a game apparatus.
2. Description of the Related Art
There are available a number of kinds of games provided by video games. Among others, there are video games in which battles between characters, including player characters operated by a player and enemy characters controlled by a computer, are displayed on a display screen.
In a video game of this kind, there are set actions that are executed, such as attack, defense and use of an item executed by a player character or an enemy character, in response to manual input from the player, or in accordance with an algorithm for controlling actions of the characters contained in a game program. Execution of an action means executing display, audio output or battle calculation corresponding to an action performed during the game by the player character or the enemy character.
Processing regarding an action of the player character, i.e., receiving of manual input is thus started, and the period for which processing of the action of the player character set in response to the manual input is defined in this specification as an action turn of the player character. Further in this specification, an action of the enemy character is set in accordance with a process regarding the action of the enemy character, or more specifically, in accordance with an algorithm for controlling actions of the characters contained in the game program, and the period for execution thereof is defined as an action turn of the enemy character.
There are conventionally available the following two controlling techniques for switching over between an action turn of the player character and an action turn of the enemy character in the aforementioned video game. The first technique comprises the steps of executing an action turn of the enemy character after the completion of an action turn of the player character, and then, executing an action turn of the player character: the technique is to alternately execute an action turn of the player character and an action turn of the enemy character. The second technique is to set a waiting time from the completion of a current action turn of a character until the start of the next action turn for each of the player character and the enemy character, and control the execution of the action turn of each character on the lapse of time.
The technique of switching over between the action turn of the player character and the action turn of the enemy character is poor, however, in actual feeling of a battle scene, since the actions of the player character and the enemy character always execute alternately. In the technique of controlling the execution of the action turns of the individual characters on the basis of the lapse of time, a period of time during which an instruction of an action cannot be issued to the player character may sometimes occur, and the progress of the same may take a lot of time.
In order to improve game excitement and operability in such a game, it is important to increase the actual feeling in a battle scene, and ensure efficient progress of the game. For this purpose, it is necessary to design a control technique for switching over between the action turn of the player character and the action turn of the enemy character.
SUMMARY OF THE INVENTION
The present invention was developed in view of the above-mentioned circumstances, and has an object to more efficiently switch over between the action turns of the player character and the enemy character, thereby increasing the game excitement, and ensuring a higher efficiency of game progress.
To achieve the aforementioned object, the present invention provides a computer-readable recording medium storing a program of a game in which a battle between a player character and an enemy character is performed by executing a process regarding actions of the player character instructed in response to a manual input, or a process regarding actions of the enemy character instructed in accordance with a predetermined algorithm. The program is based on a process including executing a process regarding actions of the player character in response to a manual input; and updating a battle point value for the player character in response to a point value corresponding to an executed action of the player character. The point values are previously assigned to individual actions of the player character. The process also includes comparing the updated battle point value of the player character and a previously set battle point value of the enemy character; and determining a process to be executed for an action of either the player character or the enemy character.
This aspect of the invention may have a configuration in which, when execution of the process regarding an action of the enemy character is determined, the currently set battle point value of the enemy character may be updated in response to a prescribed reference value upon the completion of execution of the process.
This aspect of the invention may also have a configuration in which an instructed action of the player character in response to a manual input is registered in a memory prior to executing the process regarding action of the character. When execution of a process regarding the enemy character is determined after determination of the process regarding the actions, registration of an action not as yet executed from among actions of the player character registered in the memory is cancelled. When execution of a process regarding an action of the player character is determined, the process regarding an action of the player character registered in the memory and not as yet executed is executed.
Further, this aspect of the invention may have a configuration in which, when there are a plurality of enemy characters, the battle point value of the enemy character is provided for each of the enemy characters; and battle point values are compared between the player character and the individual enemy characters in the comparing step. In the determination of a process regarding actions, there is determined a process to be executed regarding actions of any of the player actions of either the player characters or the individual enemy characters in response to the result of comparison, in the determination of the process regarding actions.
This aspect of the invention may have a configuration in which, when there are multiple player characters, only one battle point value for the player character is provided for all the player characters; in updating, the battle point value of the player character is updated in response to the point value corresponding to an action of any player character. When execution of a process regarding actions of the player character is determined, the process regarding action of the player character instructed in response to a manual input is executed.
Another aspect of the invention provides a controlling method of a game in which a battle between a player character and an enemy character is performed by executing a process regarding actions of the player character instructed in response to a manual input, or a process regarding actions of the enemy character instructed in accordance with a predetermined algorithm. The method includes executing a process regarding actions of the player character in response to a manual input; and updating a battle point value for the player character in response to a point value corresponding to an executed action of the player character. The point values are previously assigned to individual actions of the player character. The method also includes comparing the updated battle point value of the player character and a previously set battle point value of the enemy character; and determining a process to be executed for an action of either the player character or the enemy character.
This aspect of the invention may have a configuration in which, when execution of the pr

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