Game device and information storage medium

US9962613B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-9962613-B2
Application numberUS-201514659755-A
CountryUS
Kind codeB2
Filing dateMar 17, 2015
Priority dateMar 31, 2014
Publication dateMay 8, 2018
Grant dateMay 8, 2018

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

    Technology tags used to group this patent with similar filings.

  7. Citations and related patents

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Abstract

Official abstract text for this publication.

A game device includes an area determination section that determines an area in which a virtual camera is located in a game space, an enemy character control section that controls the motion of an enemy character, and a game control section that controls an attack on the enemy character in the area in which the virtual camera is located, the game control section setting an input section among a plurality of input sections to be an input section that allows the player to perform an area change input based on the determination result of the area determination section, changing the area in which the virtual camera is located when the input section that allows the player to perform the area change input has been operated, and enabling an attack input for attacking the enemy character when an input section other than the input section that allows the player to perform the area change input has been operated, and the enemy character control section controlling the enemy character based on the determination result of the area determination section.

First claim

Opening claim text (preview).

What is claimed is: 1. A game device that includes a plurality of inputs, and executes a game in which a player character attacks an enemy character based on an attack input performed by a player, the plurality of inputs including a first input configured to be operated by the player and a second input configured to be operated by the player, the game device comprising: a processor and a memory, the processor is configured to execute a program stored in the memory to determine an area among a plurality of predetermined areas in which the player character or a virtual camera is located in a game space; control a motion of one or more enemy characters in the game space; and control an attack on the one or more enemy characters from one of the plurality of predetermined areas in which the player character or the virtual camera is located, the processor is further configured to (i) set one of the first input and the second input among the plurality of inputs to allow the player to perform an area change input that changes the area in which the player character or the virtual camera is located, as an area-change-input, wherein the area-change-input changes between the first input and the second input based on a determination result as to which of the predetermined areas the player character or the virtual camera is located in, (ii) change the one of the plurality of predetermined areas in which the player character or the virtual camera is located to another one of the plurality of predetermined areas, responsive to operation of the one of the first input and the second input which is set as the area-change-input, and (iii) enable an attack input for attacking the one or more enemy characters in the area in which the player character or the virtual camera is located responsive to operation of the other of the first input and the second input, as an attack-input-enablement, wherein the attack-input-enablement changes between the first input and the second input based on the determination result as to which of the predetermined areas the player character or the virtual camera is located in, wherein the first input is a first pedal, and wherein the second input is a second pedal, and the processor controls the one or more enemy characters based on the determination result as to which of the predetermined areas the player character or the virtual camera is located in. 2. The game device as defined in claim 1 , wherein the processor is further configured to set a state of the enemy character to a state in which the enemy character cannot make an attack in the area in which the player character or the virtual camera is located until a predetermined time elapses after the area in which the player character or the virtual camera is located has been changed, and sets the state of the enemy character to a state in which the enemy character can make an attack in the area in which the player character or the virtual camera is located responsive to the predetermined time having elapsed. 3. The game device as defined in claim 1 , wherein the processor is further configured to: present a notification that instructs the player to operate the area-change-input that allows the player to perform the area change input, responsive to a time in which the plurality of inputs are not operated having reached a predetermined time. 4. The game device as defined in claim 1 , wherein the processor is further configured to: present a notification that instructs the player to operate the area-change-input that allows the player to perform the area change input, responsive to a number of times in which the area-change-input that allows the player to perform the area change input has been consecutively operated, having reached a predetermined number. 5. The game device as defined in claim 1 , wherein the processor is further configured to: responsive to the area in which the player character or the virtual camera is located being changed and a state of the enemy character being in a state that the enemy character can make an attack in the area in which the player character or the virtual camera is located, the processor disables an operation performed on the area-change-input that allows the player to perform the area change input. 6. The game device as defined in claim 1 , wherein the processor is further configured to set a state of at least some of the one or more enemy characters to a defense state responsive to a predetermined time having elapsed after the area-change-input that allows the player to perform the area change input has been operated. 7. The game device as defined in claim 1 , wherein, when the first input is the area-change-input, (i) operation of the second input enables the attack input and (ii) operation of the first input changes the location of the player character or the virtual camera among the plurality of predetermined areas, and wherein, when the second input is the area-change-input, (i) operation of the first input enables the attack input and (ii) operation of the second input changes the location of the player character or the virtual camera among the plurality of predetermined areas. 8. A non-transitory computer-readable information storage medium storing a program that causes a computer included in a game device that includes a plurality of inputs, the plurality of inputs including a first input configured to be operated by the player and a second input configured to be operated by the player, and executes a game in which a player character attacks an enemy character based on an attack input performed by a player, the program causing the computer to: determine an area among a plurality of predetermined areas in which the player character or a virtual camera is located in a game space; control a motion of one or more enemy characters in the game space; and control an attack on the one or more enemy characters from one of the plurality of predetermined areas in which the player character or the virtual camera is located, (i) set one of the first input and the second input among the plurality of inputs to allow the player to perform an area change input that changes the area in which the player character or the virtual camera is located, as an area-change-input, wherein the area-change-input changes between the first input and the second input based on a determination result as to which of the predetermined areas the player character or the virtual camera is located in, (ii) change the one of the plurality of predetermined areas in which the player character or the virtual camera is located to another one of the plurality of predetermined areas, responsive to operation of the one of the first input and the second input which is set as the area-change-input, and (iii) enable an attack input for attacking the one or more enemy characters in the area in which the player character or the virtual camera is located responsive to operation of the other of the first input and the second input, as an attack-input-enablement, wherein the attack-input-enablement changes between the first input and the second input based on the determination result as to which of the predetermined areas the player character or the virtual camera is located in, wherein the first input is a first pedal, and wherein the second input is a second pedal, and control the one or more enemy characters based on the determination result as to which of the predetermined areas the player character or the virtual camera is located in. 9. The non-transitory computer-readable information storage medium as defined in claim 8 , wherein, when the first input is the area-change-input, (i) operation of the second input enables the attack input and (ii) operation of the first input chang

Assignees

Inventors

Classifications

  • using inertial sensors, e.g. accelerometers or gyroscopes · CPC title

  • A63F13/56Primary

    Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding · CPC title

  • Changing parameters of virtual cameras · CPC title

  • Shooting of targets · CPC title

  • using sensors worn by the player, e.g. for measuring heart beat or leg activity · CPC title

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Frequently asked questions

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What does patent US9962613B2 cover?
A game device includes an area determination section that determines an area in which a virtual camera is located in a game space, an enemy character control section that controls the motion of an enemy character, and a game control section that controls an attack on the enemy character in the area in which the virtual camera is located, the game control section setting an input section among a…
Who is the assignee on this patent?
Bandai Namco Games Inc, Bandai Namco Entertainment Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/56. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue May 08 2018 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 8 related publications on this page (citations in our corpus or others sharing the same primary CPC).