Non-transitory computer-readable storage medium, control method of computer, and computer
US-2015346964-A1 · Dec 3, 2015 · US
US2016193533A1 · US · A1
| Field | Value |
|---|---|
| Publication number | US-2016193533-A1 |
| Application number | US-201514757546-A |
| Country | US |
| Kind code | A1 |
| Filing date | Dec 23, 2015 |
| Priority date | Dec 26, 2014 |
| Publication date | Jul 7, 2016 |
| Grant date | — |
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A terminal receives a shape input that sequentially designates a predetermined number of player characters to form a predetermined shape, and forms the predetermined shape based on the shape input. When an enemy character is present within an area defined by the formed shape, the terminal performs a process that causes the designated player characters to attack the enemy character.
Opening claim text (preview).
What is claimed is: 1 . A non-transitory computer-readable information storage medium storing a program that implements a game process that causes a plurality of player characters to battle with an enemy character, the program causing a computer to function as: a placement section that places the player characters and the enemy character in a placement area; a reception section that receives a shape input that sequentially designates a predetermined number of player characters among the plurality of player characters to form a predetermined shape; a determination section that determines whether or not the predetermined shape has been formed based on the shape input; an enemy character control section that controls movement of the enemy character; an enemy character determination section that determines whether or not the enemy character is present within an area defined by the formed shape; and a battle processing section that performs a process that causes the designated player characters to attack the enemy character when the enemy character is present within the area. 2 . The information storage medium as defined in claim 1 , wherein a time for receiving the shape input is limited corresponding to each of the player characters; and wherein the reception section receives the shape input within the limited time corresponding to the designated player characters. 3 . The information storage medium as defined in claim 2 , wherein the reception section starts to count the limited time when the determination section has determined that a first shape has been formed. 4 . The information storage medium as defined in claim 2 , wherein a position of one of the designated player characters that has been designated first is a starting point; and wherein, when the determination section has determined that a first shape has been formed by the shape input, the reception section repeatedly receives the shape inputs having the same starting point within the limited time. 5 . The information storage medium as defined in claim 1 , wherein, when the shape input has been suspended before the determination section determines that a first shape has been formed, the reception section cancels the shape input that has been performed before the suspension. 6 . The information storage medium as defined in claim 1 , wherein the enemy character control section reduces a moving speed of the enemy character when a first input that designates one of the player characters has been received, and stops the enemy character when the determination section has determined that a first shape has been formed. 7 . The information storage medium as defined in claim 1 , wherein the program causes the computer to further function as a parameter control section that changes at least one of an attack capability of the player characters and an attack capability of the enemy character based on an area of the formed shape. 8 . The information storage medium as defined in claim 1 , wherein the program causes the computer to further function as a parameter control section that changes at least one of an attack capability of the player characters and an attack capability of the enemy character based on a total length of sides of the formed shape. 9 . The information storage medium as defined in claim 1 , wherein the program causes the computer to further function as a parameter control section that changes at least one of an attack capability of the player characters and an attack capability of the enemy character based on a type of the formed shape. 10 . The information storage medium as defined in claim 1 , wherein the program causes the computer to further function as a parameter control section that changes at least one of an attack capability of the player characters and an attack capability of the enemy character when a plurality of shapes have been formed and the enemy character is present within an overlapping area of the plurality of shapes. 11 . A terminal that implements a game process that causes a plurality of player characters to battle with an enemy character, the terminal comprising: a placement section that places the player characters and the enemy character in a placement area; a reception section that receives a shape input that sequentially designates a predetermined number of player characters among the plurality of player characters to form a predetermined shape; a determination section that determines whether or not the predetermined shape has been formed based on the shape input; an enemy character control section that controls movement of the enemy character; an enemy character determination section that determines whether or not the enemy character is present within an area defined by the formed shape; and a battle processing section that performs a process that causes the designated player characters to attack the enemy character when the enemy character is present within the area.
Storage media specially adapted for storing game information, e.g. video game cartridges · CPC title
involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun · CPC title
Details of game servers · CPC title
Controlling the progress of the video game · CPC title
automatically for the purpose of assisting the player, e.g. automatic braking in a driving game · CPC title
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