US20070149266A1 - Ability value display control in a video game - Google Patents
Ability value display control in a video game Download PDFInfo
- Publication number
- US20070149266A1 US20070149266A1 US11/612,795 US61279506A US2007149266A1 US 20070149266 A1 US20070149266 A1 US 20070149266A1 US 61279506 A US61279506 A US 61279506A US 2007149266 A1 US2007149266 A1 US 2007149266A1
- Authority
- US
- United States
- Prior art keywords
- character
- ability value
- ratio
- ability
- game
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/833—Hand-to-hand fighting, e.g. martial arts competition
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6009—Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8029—Fighting without shooting
Definitions
- the present invention relates to a game apparatus which advances a game by displaying on a display screen an ability value of a character, such as HP (hit points) and MP (magic points), which value has a more advantageous effect in a virtual battle the greater it is; an ability value display control method in a video game; an ability value display control program; and a recording medium in which the ability value display control program is recorded.
- a character such as HP (hit points) and MP (magic points
- a game is advanced while displaying on a screen current ability values for the HP, the MP and the like, for a player character controlled by a player operating an input device such as a controller.
- the current ability value is displayed in a form of a bar gauge, and a length of the bar gauge is changed according to the current ability value. Therefore, when the player character's HP and MP decrease, the bar gauge becomes shorter, while when they increase, the bar gauge becomes longer. Consequently, by checking the bar gauge displayed on the screen, it is possible for the player to easily grasp the current ability value of the player character, which constantly changes along with a progression of the game.
- the present invention is made in view of these problems. It is an object of the present invention to provide a game apparatus, an ability value display control method in a video game, an ability value display control program, and a recording medium in which the ability value display control program is recorded, which can display the player character's current ability value, which changes along with the progress of the game so that the player should grasp the current ability value instinctively and instantaneously with no visual impediment to the player.
- a game apparatus which realizes a virtual battle between characters on a display screen and changes an ability value of the character, which value has a more advantageous effect in the virtual battle the greater it is, and thereby advances a game.
- the apparatus includes an acquisition system that acquires a current ability value of the character, which value changes along with a progression of the game.
- the apparatus further includes a calculator that calculates a ratio of the current ability value to a maximum ability value set in advance for the character.
- the apparatus further includes a display processor that displays the current ability value as a ratio in a circular gauge on the display screen based on the ratio calculated by the calculator.
- the current ability value is displayed as a ratio of the current ability value to the maximum ability value. Since the ability value is displayed in a form of a circular gauge, however much the current ability value increases, the display area of the gauge does not increase. As a result, it is possible to display the character's current ability value with no visual impediment to a game area in which the character and the like are displayed. Also, as the gauge is circular, the player is able to grasp the character's current ability value not only through a length of a portion of the gauge corresponding to the ratio, but also by an angle of the portion corresponding to the ratio. Thus, the player is able to grasp the character's current ability value instinctively and instantaneously.
- the acquisition system acquires the current ability value for each of the types.
- the calculator calculates the ratio for each of the types.
- the display processor divides the circular gauge into a plurality of portions according to each of the types and displays the current ability value as a ratio in each of the portions. Accordingly, it is possible to display a plurality of kinds of ability value as a ratio in a single gauge.
- the display processor displays a corresponding character in a figure as an object or a picture inside the circular gauge. Accordingly, even in the case of a game in which multiple characters appear, a player is able to grasp at a glance which of the ability values displayed in the gauges is the ability value of which character by means of the character displayed in the figure inside the circular ring gauge.
- the character is a player character controlled in accordance with an operation by a player. Accordingly, a player is able grasp instinctively and instantaneously the current ability value for the player character in which he or she is most interested.
- the characters include the player character controlled in accordance with the operation by the player and a friendly character acting as a friend of the player character in the game.
- the acquisition system acquires the ability value for each of the player character and the friendly character.
- the calculator calculates the ratio for each of the player character and the friendly character.
- the display processor displays the current ability value as a ratio for each of the player character and the friendly character. Accordingly, a player is able to grasp instinctively and instantaneously the current ability value for the player character and the friendly character in which he or she is most interested.
- an ability value display control method in a video game which realizes a virtual battle between characters on a display screen and changes an ability value of the character, which value has a more advantageous effect in the virtual battle the greater it is, and thereby advances a game.
- the method includes acquiring a current ability value of the character, which value changes along with a progression of the game.
- the method further includes calculating a ratio of the current ability value to a maximum ability value set in advance for the character.
- the method further includes displaying the current ability value as a ratio in a circular gauge on the display screen based on the calculated ratio.
- the ability value display control method multiple types of the ability values are provided, and the current ability value is acquired for each of the types.
- the ratio is calculated for each category by the calculation.
- the circular gauge is divided into to multiple portions according to each of the types, and the current ability value is displayed as a ratio in each of the portions.
- the character is a player character controlled in accordance with an operation by a player.
- the characters include the player character controlled in accordance with the operation by the player and a friendly character acting as a friend of the player character in the game.
- the ability value is acquired for each of the player character and the friendly character.
- the ratio is calculated for each of the player character and the friendly character.
- the current ability value is displayed as a ratio for each of the player character and the friendly character, Consequently, a computer executing the above steps achieves operating effects identical to those of the first aspects.
- an ability value display control program executed by a computer included in a game apparatus, which realizes a virtual battle between characters on a display screen and changes an ability value of the character, which value has a more advantageous effect in the virtual battle the greater it is, and thereby advances a game.
- the program causes the computer to acquire a current ability value of the character, which value changes along with a progression of the game.
- the program further causes the computer to calculate a ratio of the current ability value to a maximum ability value set in advance for the character.
- the program further causes the computer to display the current ability value as a ratio in a circular gauge on the display screen based on the calculated ratio.
- the ability value display control program multiple types of the ability values are provided.
- the current ability value is acquired for each of the types.
- the ratio is calculated for each category by the calculation.
- the circular gauge is divided into a plurality of portions according to each of the types, and the current ability value is displayed as a ratio in each of the portions.
- the character is a player character controlled in accordance with an operation by a player.
- the characters include the player character controlled in accordance with the operation by the player and a friendly character acting as a friend of the player character in the game.
- the ability value is acquired for each of the player character and the friendly character.
- the ratio is calculated for each of the player character and the friendly character.
- the current ability value is displayed as a ratio for each of the player character and the friendly character.
- a computer readable recording medium recording an ability value display control program executed by a computer included in a game apparatus, which realizes a virtual battle between characters on a display screen and changes an ability value of the character, which value has a more advantageous effect in the virtual battle the greater it is, and thereby advances a game.
- the program causes the computer to acquire a current ability value of the character, which value changes along with a progression of the game.
- the program further causes the computer to calculate a ratio of the current ability value to a maximum ability value set in advance for the character.
- the program further causes the computer to display the current ability value as a ratio in a circular gauge on the display screen based on the calculated ratio.
- the recording medium multiple types of the ability values are provided.
- the current ability value is acquired for each of the types.
- the ratio is calculated for each category by the calculations
- the circular gauge is divided into a plurality of portions according to each of the types, and the current ability value is displayed as a ratio in each of the portions.
- a corresponding character is displayed in a figure inside the circular gauge.
- the character is a player character controlled in accordance with an operation by a player.
- the characters include the player character controlled in accordance with the operation by the player and a friendly character acting as a friend of the player character in the game.
- the ability value is acquired for each of the player character and the friendly character.
- the ratio is calculated for each of the player character and the friendly character.
- the current ability value is displayed as a ratio for each of the player character and the friendly character.
- the current ability value when a character's current ability value changes along with a progression of a game, the current ability value is displayed as a ratio of the current ability value to the maximum ability value.
- the display is carried out by means of a circular gauge, however much the current ability value increases, the display area of the gauge does not increase. Consequently, it is possible to display the character's current ability value with no visual impediment to a game area in which the character and the like are displayed.
- the gauge is circular, a player is able to grasp the character's current ability value not only through a length of a portion of the gauge corresponding to the ratio, but also by an angle of the portion corresponding to the ratio.
- the player is able to grasp the character's current ability value instinctively and instantaneously.
- it is possible to display the player character's current ability value, which changes along with the progression of the game, in such a way that the player should grasp the current ability value instinctively and instantaneously, with no visual impediment.
- FIG. 1 is a block diagram showing an overall configuration of a game apparatus according to an embodiment of the invention
- FIGS. 2A and 2B are schematic diagrams showing a PC table and an EC table, respectively, according to an embodiment of the invention
- FIG. 3 is a flowchart showing a processing procedure according to an embodiment of the invention.
- FIG. 4 is a flowchart showing a processing procedure of pre-game start processing according to an embodiment of the invention.
- FIG. 5 is a diagram showing a display screen example according to an embodiment of the invention.
- FIG. 6 is a flowchart showing a processing procedure of an ability value display update process according to an embodiment of the invention.
- FIG. 7 is a flowchart showing a processing procedure of pre-game start processing according to another embodiment of the invention.
- FIG. 8 is a diagram showing a display screen example according to another embodiment of the invention.
- FIG. 9 is a flowchart showing a processing procedure of ability value display update processing according to another embodiment of the invention.
- FIG. 1 is a block diagram showing a configuration of a game apparatus according to the embodiment.
- a game apparatus 1 includes, for example, a game machine main body 2 , a controller 3 , a memory card 4 , a TV set 5 and a digital versatile disc—read only memory (DVD-ROM) 6 .
- DVD-ROM digital versatile disc—read only memory
- the game machine main body 2 includes, for example, a central processing unit (CPU) 8 , a read only memory (ROM) 18 , a random access memory (RAM) 9 , a hard disk drive (HDD) 10 , and an interface portion 11 .
- the game machine main body 2 further includes a sound processor 12 , a graphic processor 13 , a digital versatile disc/compact disc read only memory (DVD/CD-ROM) drive 14 , a removable DVD-ROM 6 , and a communications interface 15 . All of the components are connected via a bus 7 .
- the CPU 8 executes a program stored in the RAM 9 sequentially based upon a basic program such as a boot program or an operating system (OS), etc., stored in the ROM 18 to advance the game.
- the CPU 8 also controls the operation of the respective components 9 to 15 .
- the RAM 9 serves as a main memory of the game machine main body 2 .
- the RAM stores programs or data necessary for advancing the game, which programs or data are transferred from, for example, the DVD-ROM 6 , or an external network 17 , such as, for example, the Internet, via communication interface 15 .
- the RAM 9 also serves as a work area when the program is executed. That is, a program storage area 91 , a data storage area 92 , a work area 93 and like are portioned in the RAM 9 .
- the DVD/CD-ROM drive 14 reads the programs or data stored in the program storage area 91 and the data storage area 92 from the DVD-ROM 6 and transfers them to the RAM 9 in accordance with the control of the CPU 8 .
- the work area 93 temporarily stores various kinds of data necessary in the game progress.
- the HDD 10 stores a Game program and data acquired from the external network 17 via the communication interface 15 and a communication line 16 .
- the controller 3 and memory card 4 are detachably connected to the interface portion 11 .
- the interface portion 11 controls the exchange of data between the controller 3 and the memory card 4 and the CPU 8 and RAM 9 .
- the controller 3 includes direction keys and various buttons. A player operates these keys and buttons to input instructions to a player's own character for advancing the game.
- the instructions include, for example, a movement instruction or an action instruction.
- the player's own character includes a player character and a friendly character to be described hereafter.
- the memory card 4 stores data indicating the game progress status.
- the sound processor 12 executes the processing for reproducing sound data such as background music or sound effects in accordance with the game progress as instructed by the CPU 8 . Then, the sound processor 12 outputs a sound signal to the TV set 5 .
- the graphics processor 13 carries out the three-dimensional graphics processing as instructed by the CPU 8 to generate image data in accordance with the game progress status.
- the graphics processor 13 adds a predetermined synchronization signal to the generated image data. Then, the graphics processor 13 outputs the image data and the synchronization signal to the TV set 5 as a video signal.
- the DVD/CD-ROM drive 14 drives the DVD-ROM 6 provided with the game machine main body 2 as instructed by the CPU 8 Then, the DVD/CD-ROM drive 14 transfers the programs or data stored in the DVD-ROM 6 to the RAM 9 via the bus 7 .
- the communication interface 15 is connected to the external network 17 via the communication line 16 , and receives/transmits programs or data from/to the external network 17 as instructed by the CPU 8 .
- the DVD-ROM 6 stores a game program 6 a including programs and data necessary for advancing the game.
- the DVD/CD-ROM drive 14 drives the DVD-ROM 6 to read the program or data stored in the DVD-ROM 6 .
- the program or data read from the DVD-ROM 6 are transferred from the DVD/CD-ROM drive 14 to the RAM 9 via the bus 7 .
- the TV set 5 includes a display screen 51 constituted by a cathode ray tube (CRT) and the like, which displays an image corresponding to the video signal output from the graphics processor 13 .
- the TV set further includes a speaker 52 for outputting sounds corresponding to the sound signal from the sound processor 12 .
- a television receiver is generally used as the TV set 5 .
- the CPU 8 allocates an area for storing information in the RAM 9 .
- the program storage area 91 , the data storage area 92 , the work area 93 and the like are reserved in the RAM 9 .
- the game program and the like are stored in the program storage area 91 .
- a player character (PC) table 911 shown in FIG. 2A , an enemy character (EC) table 912 shown in FIG. 2B , and the like, are stored in the data storage area 92 .
- the PC table 911 and the EC table 912 include a current hit point (HP), a hit point maximum value (HPMAX), a current magic point (MP) and a magic point maximum value (MPMAX) for respective ones of the player character (PC), friendly characters (FC 1 , FC 2 ) and the enemy characters (EC 1 , EC 2 . . . ), which are identified in a “character name” column.
- the HPMAX indicates a maximum value of hit points given to a corresponding character in the game.
- the MPMAX indicates a maximum value of magic points given to a corresponding character in the game.
- the PC table 911 and the EC table 912 further contain data of a position at which the character is in a three-dimensional coordinate system and a screen coordinate system indicating a position at which the character is on the display screen 51 .
- the data of the PC table 911 and the EC table 912 are stored in the memory card 4 . Then, the data of the PC table 911 and the EC table 912 are read from the memory card 4 when the player restarts the game.
- FIG. 4 is a flowchart showing details of the pre-game start processing.
- the CPU 8 displays a virtual field of the game on the display screen 51 (step S 101 ).
- characters are arranged on the field based on the screen coordinate system (step S 102 ).
- the player character PC and the friendly characters FC 1 and FC 2 which move in accordance with an operation of the controller 3 , and the enemy characters EC 1 , EC 2 , and the like, which are controlled by the CPU 8 , are displayed on the display screen 51 as shown in, for example, FIG. 5 .
- a hit point ratio which is a ratio of the current hit points HP to the maximum hit points HPMAX set in advance for the player character PC and the friendly characters FC 1 and FC 2 .
- a ring gauge and character image display processing is executed (step S 105 ) In this processing, circular ring gauges 21 , 22 and 23 are displayed for the player character PC and the friendly characters FC 1 and FC 2 , respectively, at an edge of the display screen 51 . At the same time, the face images of the player character PC and the friendly characters FC 1 and FC 2 are displayed in the ring gauges 21 , 22 and 23 , respectively, as shown in FIG. 5 .
- the drawing angle HPA portion of the ring gauges 21 , 22 and 23 are displayed in a predetermined color (step S 106 )
- the drawing angle HPA being 180°
- a 180° portion of the ring gauge 21 is colored as a belt portion 21 as shown in FIG. 5 .
- step S 1 After the pre-game start processing (step S 1 ) is executed, for example, as discussed above, a detection processing is executed to determine whether a movement instruction has been input by a key operation to the controller 3 (step S 2 ). This processing is repeated until the movement instruction is input (“NO” at step S 2 ).
- a movement processing of the player character PC and the friendly characters FC 1 and FC 2 is executed in accordance with the input movement command (“YES” at step S 2 ).
- a battle processing is executed (step S 3 ). That is, the image processing and the like for virtually realizing a battle between the group of the player character PC and the friendly characters FC 1 and FC 2 and the group of the enemy characters EC 1 and EC 2 is executed on the display screen 51 .
- step S 4 an ability value display update processing
- step S 5 it is determined whether a game finishing command has been input by a key operation of the controller 3 (step S 5 ).
- step S 5 The processing from step S 2 to step S 5 is repeated until the game finishing command is issued (“NO” at step S 5 ).
- the processing of the flowchart ends when the game finishing command is input (“YES” at step S 5 ).
- FIG. 6 is a flowchart showing details of the ability value display update processing (step S 4 ).
- the PC table 911 FIG. 2A
- the EC table 912 FIG. 2B
- the processing at the next steps S 402 to S 404 are identical to that of S 103 , S 104 and S 106 in FIG. 4 .
- the hit point ratio HPP which is the ratio of the BP to the HPMAX
- the drawing angle HPA portions of the ring gauges 21 , 22 and 23 are displayed in a predetermined color.
- the lengths and angles of the belt portions 211 , 221 and 231 change in accordance with a change of the HP as the game advances.
- the belt portions 211 , 221 and 231 only change inside the ring gauges 21 , 22 and 23 , even in case where the belt portion gets longer, there is no visual effect on a game area 501 of the display screen 51 , on which the player character PC, the friendly characters FC 1 and FC 2 , and the enemy characters EC 1 and EC 2 are displayed.
- the player is able to grasp a character's HP not only through the length of the belt portions 211 , 221 and 231 in the ring gauges 21 , 22 and 23 , but also by the angles. That is, the player is able to grasp the HP instinctively and instantaneously. Therefore, it is possible to display the HP, which changes in accordance with the game progress, in such a way that the player is able to grasp the HP instinctively and instantaneously without feeling visual impediment.
- the player is able to grasp at a glance which of the HPs displayed by the ring gauges 21 , 22 and 23 are the HPs of which character.
- FIGS. 7 to 9 show another embodiment of the invention, in which the HP and MP are displayed by a single ring gauge.
- FIG. 7 is a flowchart showing a pre-game start processing in the embodiment (step S 1 shown in FIG. 3 ).
- a virtual field of the game is displayed on the display screen 51 (step S 111 ).
- characters are arranged on the field (step S 112 ).
- the player character PC and the friendly characters FC 1 , FC 2 which are instructed to move in accordance with an operation of the controller 3 , and the enemy characters EC 1 , EC 2 etc., which are controlled by the CPU 8 , are displayed on the display screen 51 as shown in FIG. 8 .
- a hit point ratio HPP which is a ratio of the current hit points HP to the maximum hit points HPMAX set in advance for the player character PC and the friendly characters FC 1 and FC 2 .
- a ring gauge and character image display processing is executed (step S 115 ). In this processing, as shown in FIG. 8 , circular ring gauges 21 , 22 , and 23 are displayed for the player character PC and the friendly characters FC 1 and FC 2 , respectively, at an edge of the display screen 51 , as shown in FIG. 8 . At the same time, face images of the player character PC and the friendly characters FC 1 and FC 2 are displayed in the ring gauge 21 , 22 and 23 , respectively.
- the drawing angle HPA portion is displayed in the left half of the ring gauges 21 , 22 and 23 in a predetermined color (step S 116 ). That is, as for the player character PC, the drawing angle HPA being 90° as described heretofore, a 90° portion of the left half of the ring gauge 21 is colored in a predetermined color as an HP belt portion 212 as shown in FIG. 8 .
- a 135° portion of the left half of the ring gauge 22 is colored an HP belt portion 222 as shown in FIG. 8 .
- a 49° portion of the left half of the ring gauge 23 is colored as an HP belt portion 232 as shown in FIG. 8 .
- FIG. 9 is a flowchart showing details of the ability value display update process (step S 4 shown in FIG. 3 ).
- the PC table 911 FIG. 2A
- the EC table 912 FIG. 2B
- the processing at next steps S 412 to S 417 are identical to that of steps S 113 , S 114 and S 116 to S 119 in FIG. 7 . That is, the hit point ratio HPP, which is the ratio of the HP to the HPMAX, is calculated (step S 412 ) by using the HP in the PC table 911 updated in step S 411 .
- the magic point ratio MPP which is the ratio of the MP to the MPMAX
- the drawing angle MPA portions of the right halves of the ring gauges 21 , 22 and 23 are displayed in the predetermined color (step S 417 ).
- a length and angle of the belt portions 213 , 223 and 233 in the right half of the respective ring gauges 21 , 22 and 23 change in accordance with the change of the HP as the game advances From the foregoing, according to the embodiment, it is possible to display the HP and MP as a ratio using the single ring gauges.
- a circular ring gauge is used, without being limited to a circular form, gauges of other forms may be used as long as it is elliptical or polygonal.
- one kind (HP ⁇ and two kinds (HP and MP) of ability values are displayed in a form of a single ring gauge.
- additional kinds of ability values may be displayed by using a single ring gauge.
- a home-use game device is used as a platform in this embodiment.
- the present invention may be implemented using general-purpose computers such as personal computers and like or arcade game machines, or portable games machine, PDAs or cellular telephones as a platform.
- the program and data for implementing the present invention are stored in a DVD-ROM, and the DVD-ROM is used as a recording medium.
- the recording medium is not limited to the DVD-ROM, and other computer-readable magnetic or optical recording mediums, or a semiconductor memory may be used as the recording medium.
- the program or data for implementing the present invention may be provided by pre-installing them in a storage apparatus of a game machine or a computer.
- the program or data for implementing the present invention may be downloaded to the HDD 10 by the interface portion 15 from other devices on the network 17 connected to the interface portion via the communications line 16 .
- the program or the data may be stored in memories of the other devices on the communications line 16 . Then, the program or the data may be sequentially stored in the RAM 9 via the communications line 16 when needed.
- the program or the data for implementing the present invention may be provided as a computer data signal superimposed on a carrier wave from other devices on the network 17 .
- the computer interface 15 requests the other devices on the network 17 to transmit the computer data signal, and the PAM 9 stores the transmitted computer data.
- the present invention may be implemented by the game apparatus 1 using the program or the data stored in the RAM 9 as above.
- the invention may be applied to a game using three-dimensional image processing.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Theoretical Computer Science (AREA)
- Human Computer Interaction (AREA)
- Processing Or Creating Images (AREA)
Abstract
Description
- The present disclosure relates to subject matter contained in Japanese Patent Application No. 2005-365656, filed on Dec. 20, 2005, the disclosure of which is expressly incorporated herein by reference in its entirety.
- 1. Field of the Invention
- The present invention relates to a game apparatus which advances a game by displaying on a display screen an ability value of a character, such as HP (hit points) and MP (magic points), which value has a more advantageous effect in a virtual battle the greater it is; an ability value display control method in a video game; an ability value display control program; and a recording medium in which the ability value display control program is recorded.
- 2. Description of the Related Art
- Conventionally, for example, in a role playing game, a game is advanced while displaying on a screen current ability values for the HP, the MP and the like, for a player character controlled by a player operating an input device such as a controller. In Japanese Unexamined Patent Publication No. 2003-24633, the current ability value is displayed in a form of a bar gauge, and a length of the bar gauge is changed according to the current ability value. Therefore, when the player character's HP and MP decrease, the bar gauge becomes shorter, while when they increase, the bar gauge becomes longer. Consequently, by checking the bar gauge displayed on the screen, it is possible for the player to easily grasp the current ability value of the player character, which constantly changes along with a progression of the game.
- However, when displaying the ability value of the player character in the form of the bar gauge in this way, the bar gauge gets longer when the ability value increases. As a result, as a display area of the bar gauge on the display screen increases, a remaining game display area decreases accordingly. Thus, although there is an advantage that it is possible to instinctively and instantaneously grasp the player character's current ability value, a disadvantage arises in that a visual impediment should occur to the player carrying out a game operation while checking a character, etc. displayed in the game display area.
- The present invention is made in view of these problems. It is an object of the present invention to provide a game apparatus, an ability value display control method in a video game, an ability value display control program, and a recording medium in which the ability value display control program is recorded, which can display the player character's current ability value, which changes along with the progress of the game so that the player should grasp the current ability value instinctively and instantaneously with no visual impediment to the player.
- In order to solve the problem, according to a first aspect of the invention, there is provided a game apparatus which realizes a virtual battle between characters on a display screen and changes an ability value of the character, which value has a more advantageous effect in the virtual battle the greater it is, and thereby advances a game. The apparatus includes an acquisition system that acquires a current ability value of the character, which value changes along with a progression of the game. The apparatus further includes a calculator that calculates a ratio of the current ability value to a maximum ability value set in advance for the character. The apparatus further includes a display processor that displays the current ability value as a ratio in a circular gauge on the display screen based on the ratio calculated by the calculator.
- Consequently, when the character's current ability value changes along with the progression of the game, the current ability value is displayed as a ratio of the current ability value to the maximum ability value. Since the ability value is displayed in a form of a circular gauge, however much the current ability value increases, the display area of the gauge does not increase. As a result, it is possible to display the character's current ability value with no visual impediment to a game area in which the character and the like are displayed. Also, as the gauge is circular, the player is able to grasp the character's current ability value not only through a length of a portion of the gauge corresponding to the ratio, but also by an angle of the portion corresponding to the ratio. Thus, the player is able to grasp the character's current ability value instinctively and instantaneously.
- In the game apparatus, multiple types of the ability values are provided, and the acquisition system acquires the current ability value for each of the types. The calculator calculates the ratio for each of the types. In addition, the display processor divides the circular gauge into a plurality of portions according to each of the types and displays the current ability value as a ratio in each of the portions. Accordingly, it is possible to display a plurality of kinds of ability value as a ratio in a single gauge.
- In the game apparatus, the display processor displays a corresponding character in a figure as an object or a picture inside the circular gauge. Accordingly, even in the case of a game in which multiple characters appear, a player is able to grasp at a glance which of the ability values displayed in the gauges is the ability value of which character by means of the character displayed in the figure inside the circular ring gauge.
- In the game apparatus, the character is a player character controlled in accordance with an operation by a player. Accordingly, a player is able grasp instinctively and instantaneously the current ability value for the player character in which he or she is most interested.
- In the game apparatus, the characters include the player character controlled in accordance with the operation by the player and a friendly character acting as a friend of the player character in the game. The acquisition system acquires the ability value for each of the player character and the friendly character. The calculator calculates the ratio for each of the player character and the friendly character. The display processor displays the current ability value as a ratio for each of the player character and the friendly character. Accordingly, a player is able to grasp instinctively and instantaneously the current ability value for the player character and the friendly character in which he or she is most interested.
- Also, according to a second aspect of the present invention, there is provided an ability value display control method in a video game, which realizes a virtual battle between characters on a display screen and changes an ability value of the character, which value has a more advantageous effect in the virtual battle the greater it is, and thereby advances a game. The method includes acquiring a current ability value of the character, which value changes along with a progression of the game. The method further includes calculating a ratio of the current ability value to a maximum ability value set in advance for the character. The method further includes displaying the current ability value as a ratio in a circular gauge on the display screen based on the calculated ratio.
- In the ability value display control method, multiple types of the ability values are provided, and the current ability value is acquired for each of the types. The ratio is calculated for each category by the calculation. In addition, the circular gauge is divided into to multiple portions according to each of the types, and the current ability value is displayed as a ratio in each of the portions.
- In the ability value display control method, a corresponding character is displayed in a figure inside the circular gauge.
- In the ability value display control method, the character is a player character controlled in accordance with an operation by a player.
- In the ability value display control method, the characters include the player character controlled in accordance with the operation by the player and a friendly character acting as a friend of the player character in the game. The ability value is acquired for each of the player character and the friendly character. The ratio is calculated for each of the player character and the friendly character. In addition, the current ability value is displayed as a ratio for each of the player character and the friendly character, Consequently, a computer executing the above steps achieves operating effects identical to those of the first aspects.
- Also, according to a third aspect of the present invention, there is provided an ability value display control program executed by a computer included in a game apparatus, which realizes a virtual battle between characters on a display screen and changes an ability value of the character, which value has a more advantageous effect in the virtual battle the greater it is, and thereby advances a game. The program causes the computer to acquire a current ability value of the character, which value changes along with a progression of the game. The program further causes the computer to calculate a ratio of the current ability value to a maximum ability value set in advance for the character. The program further causes the computer to display the current ability value as a ratio in a circular gauge on the display screen based on the calculated ratio.
- In the ability value display control program, multiple types of the ability values are provided. The current ability value is acquired for each of the types. The ratio is calculated for each category by the calculation. In addition, the circular gauge is divided into a plurality of portions according to each of the types, and the current ability value is displayed as a ratio in each of the portions.
- In the ability value display control program, a corresponding character is displayed in a figure inside the circular gauge.
- In the ability value display control program, the character is a player character controlled in accordance with an operation by a player.
- In the ability value display control program, the characters include the player character controlled in accordance with the operation by the player and a friendly character acting as a friend of the player character in the game. The ability value is acquired for each of the player character and the friendly character. The ratio is calculated for each of the player character and the friendly character. In addition, the current ability value is displayed as a ratio for each of the player character and the friendly character.
- Consequently, a computer executing processing in accordance with the program achieves operating effects identical to those of the first aspect of the invention.
- Also, according to a fourth aspect of the invention, there is provided a computer readable recording medium recording an ability value display control program executed by a computer included in a game apparatus, which realizes a virtual battle between characters on a display screen and changes an ability value of the character, which value has a more advantageous effect in the virtual battle the greater it is, and thereby advances a game. The program causes the computer to acquire a current ability value of the character, which value changes along with a progression of the game. The program further causes the computer to calculate a ratio of the current ability value to a maximum ability value set in advance for the character. The program further causes the computer to display the current ability value as a ratio in a circular gauge on the display screen based on the calculated ratio.
- In the recording medium, multiple types of the ability values are provided. The current ability value is acquired for each of the types. The ratio is calculated for each category by the calculations In addition, the circular gauge is divided into a plurality of portions according to each of the types, and the current ability value is displayed as a ratio in each of the portions.
- In the recording medium, a corresponding character is displayed in a figure inside the circular gauge.
- In the recording medium, the character is a player character controlled in accordance with an operation by a player.
- In the recording medium, the characters include the player character controlled in accordance with the operation by the player and a friendly character acting as a friend of the player character in the game. The ability value is acquired for each of the player character and the friendly character. The ratio is calculated for each of the player character and the friendly character. In addition, the current ability value is displayed as a ratio for each of the player character and the friendly character.
- Consequently, a computer executing processing in accordance with the program recorded in the recording medium achieves operating effects identical to those of the first aspect of the invention.
- According to the invention described heretofore, when a character's current ability value changes along with a progression of a game, the current ability value is displayed as a ratio of the current ability value to the maximum ability value. As the display is carried out by means of a circular gauge, however much the current ability value increases, the display area of the gauge does not increase. Consequently, it is possible to display the character's current ability value with no visual impediment to a game area in which the character and the like are displayed. Also, as the gauge is circular, a player is able to grasp the character's current ability value not only through a length of a portion of the gauge corresponding to the ratio, but also by an angle of the portion corresponding to the ratio. Accordingly, the player is able to grasp the character's current ability value instinctively and instantaneously. As a result, it is possible to display the player character's current ability value, which changes along with the progression of the game, in such a way that the player should grasp the current ability value instinctively and instantaneously, with no visual impediment.
-
FIG. 1 is a block diagram showing an overall configuration of a game apparatus according to an embodiment of the invention; -
FIGS. 2A and 2B are schematic diagrams showing a PC table and an EC table, respectively, according to an embodiment of the invention; -
FIG. 3 is a flowchart showing a processing procedure according to an embodiment of the invention; -
FIG. 4 is a flowchart showing a processing procedure of pre-game start processing according to an embodiment of the invention; -
FIG. 5 is a diagram showing a display screen example according to an embodiment of the invention; -
FIG. 6 is a flowchart showing a processing procedure of an ability value display update process according to an embodiment of the invention; -
FIG. 7 is a flowchart showing a processing procedure of pre-game start processing according to another embodiment of the invention; -
FIG. 8 is a diagram showing a display screen example according to another embodiment of the invention; and -
FIG. 9 is a flowchart showing a processing procedure of ability value display update processing according to another embodiment of the invention. - Hereafter, a description will be given of an embodiment of the invention with reference to the appended drawings. A home-use game device is applied in the embodiments hereinafter as an example.
-
FIG. 1 is a block diagram showing a configuration of a game apparatus according to the embodiment. As shown in the figure, agame apparatus 1 includes, for example, a game machinemain body 2, acontroller 3, amemory card 4, aTV set 5 and a digital versatile disc—read only memory (DVD-ROM) 6. - The game machine
main body 2 includes, for example, a central processing unit (CPU) 8, a read only memory (ROM) 18, a random access memory (RAM) 9, a hard disk drive (HDD) 10, and aninterface portion 11. The game machinemain body 2 further includes asound processor 12, agraphic processor 13, a digital versatile disc/compact disc read only memory (DVD/CD-ROM)drive 14, a removable DVD-ROM 6, and acommunications interface 15. All of the components are connected via abus 7. - The
CPU 8 executes a program stored in theRAM 9 sequentially based upon a basic program such as a boot program or an operating system (OS), etc., stored in theROM 18 to advance the game. TheCPU 8 also controls the operation of therespective components 9 to 15. - The
RAM 9 serves as a main memory of the game machinemain body 2. The RAM stores programs or data necessary for advancing the game, which programs or data are transferred from, for example, the DVD-ROM 6, or anexternal network 17, such as, for example, the Internet, viacommunication interface 15. TheRAM 9 also serves as a work area when the program is executed. That is, aprogram storage area 91, adata storage area 92, awork area 93 and like are portioned in theRAM 9. The DVD/CD-ROM drive 14 reads the programs or data stored in theprogram storage area 91 and thedata storage area 92 from the DVD-ROM 6 and transfers them to theRAM 9 in accordance with the control of theCPU 8. Thework area 93 temporarily stores various kinds of data necessary in the game progress. - The
HDD 10 stores a Game program and data acquired from theexternal network 17 via thecommunication interface 15 and acommunication line 16. Thecontroller 3 andmemory card 4 are detachably connected to theinterface portion 11. Theinterface portion 11 controls the exchange of data between thecontroller 3 and thememory card 4 and theCPU 8 andRAM 9. Thecontroller 3 includes direction keys and various buttons. A player operates these keys and buttons to input instructions to a player's own character for advancing the game. The instructions include, for example, a movement instruction or an action instruction. The player's own character includes a player character and a friendly character to be described hereafter. In addition, thememory card 4 stores data indicating the game progress status. - The
sound processor 12 executes the processing for reproducing sound data such as background music or sound effects in accordance with the game progress as instructed by theCPU 8. Then, thesound processor 12 outputs a sound signal to theTV set 5. - The
graphics processor 13 carries out the three-dimensional graphics processing as instructed by theCPU 8 to generate image data in accordance with the game progress status. Thegraphics processor 13 adds a predetermined synchronization signal to the generated image data. Then, thegraphics processor 13 outputs the image data and the synchronization signal to theTV set 5 as a video signal. - The DVD/CD-
ROM drive 14 drives the DVD-ROM 6 provided with the game machinemain body 2 as instructed by theCPU 8 Then, the DVD/CD-ROM drive 14 transfers the programs or data stored in the DVD-ROM 6 to theRAM 9 via thebus 7. - The
communication interface 15 is connected to theexternal network 17 via thecommunication line 16, and receives/transmits programs or data from/to theexternal network 17 as instructed by theCPU 8. - The DVD-
ROM 6 stores agame program 6 a including programs and data necessary for advancing the game. The DVD/CD-ROM drive 14 drives the DVD-ROM 6 to read the program or data stored in the DVD-ROM 6. The program or data read from the DVD-ROM 6 are transferred from the DVD/CD-ROM drive 14 to theRAM 9 via thebus 7. - The
TV set 5 includes adisplay screen 51 constituted by a cathode ray tube (CRT) and the like, which displays an image corresponding to the video signal output from thegraphics processor 13. The TV set further includes aspeaker 52 for outputting sounds corresponding to the sound signal from thesound processor 12. A television receiver is generally used as theTV set 5. - In this embodiment according to the above configuration, the
CPU 8 allocates an area for storing information in theRAM 9. Then, theprogram storage area 91, thedata storage area 92, thework area 93 and the like are reserved in theRAM 9. When the game start is requested, information necessary for starting the game is read from the DVD-ROM 6 to theRAM 9. Thus, the game program and the like are stored in theprogram storage area 91. A player character (PC) table 911 shown inFIG. 2A , an enemy character (EC) table 912 shown inFIG. 2B , and the like, are stored in thedata storage area 92. - The PC table 911 and the EC table 912 include a current hit point (HP), a hit point maximum value (HPMAX), a current magic point (MP) and a magic point maximum value (MPMAX) for respective ones of the player character (PC), friendly characters (FC1, FC2) and the enemy characters (EC1, EC2 . . . ), which are identified in a “character name” column. The HPMAX indicates a maximum value of hit points given to a corresponding character in the game. The MPMAX indicates a maximum value of magic points given to a corresponding character in the game. The PC table 911 and the EC table 912 further contain data of a position at which the character is in a three-dimensional coordinate system and a screen coordinate system indicating a position at which the character is on the
display screen 51. - In case where the player stops the game before finishing it, the data of the PC table 911 and the EC table 912 are stored in the
memory card 4. Then, the data of the PC table 911 and the EC table 912 are read from thememory card 4 when the player restarts the game. - At the same time, the
CPU 8 executes processing shown in the flowchart inFIG. 3 in accordance with the game program stored in theprogram storage area 91. Initially, theCPU 8 executes a pre-game start processing (step S1)FIG. 4 is a flowchart showing details of the pre-game start processing. TheCPU 8 displays a virtual field of the game on the display screen 51 (step S101). Next, characters are arranged on the field based on the screen coordinate system (step S102). Then, as a result of the processing at step S102, the player character PC and the friendly characters FC1 and FC2, which move in accordance with an operation of thecontroller 3, and the enemy characters EC1, EC2, and the like, which are controlled by theCPU 8, are displayed on thedisplay screen 51 as shown in, for example,FIG. 5 . - The next steps S103 to S106 are executed for respective ones of the player character PC and the friendly characters FC1 and FC2. Initially, a hit point ratio (HPP), which is a ratio of the current hit points HP to the maximum hit points HPMAX set in advance for the player character PC and the friendly characters FC1 and FC2, is calculated by using the HP and HPMAX stored in the PC table 911. The HPP is calculated according to the formula of HPP=HP÷HPMAX (step S103). That is, for example, where the PC table 911 is as shown in
FIG. 2A at the start of the game, the HP of the player character PC being 50 and the HPMAX being 100, the hit point ratio HPP is 0.5 (50%) according to the calculation HPP=50÷100. - Next, a drawing angle HPA is calculated according to the formula of HPA=HPP×360° (step S104) That is, as for the player character PC, the HPP being 0.5, the drawing angle HPA is 180° according to the calculation HPA=0.5×360°. Next, a ring gauge and character image display processing is executed (step S105) In this processing, circular ring gauges 21, 22 and 23 are displayed for the player character PC and the friendly characters FC1 and FC2, respectively, at an edge of the
display screen 51. At the same time, the face images of the player character PC and the friendly characters FC1 and FC2 are displayed in the ring gauges 21, 22 and 23, respectively, as shown inFIG. 5 . Furthermore, the drawing angle HPA portion of the ring gauges 21, 22 and 23 are displayed in a predetermined color (step S106) Thus, as for the player character PC, the drawing angle HPA being 180°, a 180° portion of thering gauge 21 is colored as abelt portion 21 as shown inFIG. 5 . - Also, as for the friendly character FC1, the HP being 60 and the HPMAX being 80, the hit point ratio HPP is 0.75 according to the calculation HPP=60÷80. Thus, the drawing angle HPA is 270° according to the calculation HPA=0.75×360°. That is, a 270° portion of the
ring gauge 22 is colored as abelt portion 221 as shown inFIG. 5 . Also, as for the friendly character FC2, the HP being 20 and the HPMAX being 75, the hit point ratio HPP is 0.27 according to the calculation HPP=20÷75. Thus, the drawing angle HPA is 97° according to the calculation HPA=0.27×360°. That is, a 97° portion of thering gauge 23 is colored as abelt portion 231 as shown inFIG. 5 . - After the pre-game start processing (step S1) is executed, for example, as discussed above, a detection processing is executed to determine whether a movement instruction has been input by a key operation to the controller 3 (step S2). This processing is repeated until the movement instruction is input (“NO” at step S2). When the movement instruction is input, a movement processing of the player character PC and the friendly characters FC1 and FC2 is executed in accordance with the input movement command (“YES” at step S2). When the player character PC and the friendly characters encounter an enemy character, a battle processing is executed (step S3). That is, the image processing and the like for virtually realizing a battle between the group of the player character PC and the friendly characters FC1 and FC2 and the group of the enemy characters EC1 and EC2 is executed on the
display screen 51. - Next, an ability value display update processing (step S4) is executed. Then, it is determined whether a game finishing command has been input by a key operation of the controller 3 (step S5). The processing from step S2 to step S5 is repeated until the game finishing command is issued (“NO” at step S5). The processing of the flowchart ends when the game finishing command is input (“YES” at step S5).
-
FIG. 6 is a flowchart showing details of the ability value display update processing (step S4). Initially, the PC table 911 (FIG. 2A ) and the EC table 912 (FIG. 2B ) are updated, for example, by adding a hit point changing amount 8HP and a magic point changing amount ΔMP, which changing amounts result from the battle processing, to the HP and the MP, respectively (step S401) The processing at the next steps S402 to S404 are identical to that of S103, S104 and S106 inFIG. 4 . That is, the hit point ratio HPP, which is the ratio of the BP to the HPMAX, is calculated (step 3402) by using the HP in the PC table 911 updated in step S401. Next, the drawing angle SPA is calculated according to the formula of HPA=HPP×360° (step 3403) Furthermore, the drawing angle HPA portions of the ring gauges 21, 22 and 23 are displayed in a predetermined color. - Thus, the lengths and angles of the
belt portions FIG. 5 , of the ring gauges 21, 22 and 23 change in accordance with a change of the HP as the game advances. However, as thebelt portions game area 501 of thedisplay screen 51, on which the player character PC, the friendly characters FC1 and FC2, and the enemy characters EC1 and EC2 are displayed. Also, the player is able to grasp a character's HP not only through the length of thebelt portions - Also, as the face images of the player character PC and the friendly characters FC1 and FC2 are displayed inside the ring gauges 21, 22 and 23, respectively, the player is able to grasp at a glance which of the HPs displayed by the ring gauges 21, 22 and 23 are the HPs of which character.
- FIGS. 7 to 9 show another embodiment of the invention, in which the HP and MP are displayed by a single ring gauge.
FIG. 7 is a flowchart showing a pre-game start processing in the embodiment (step S1 shown inFIG. 3 ). First, a virtual field of the game is displayed on the display screen 51 (step S111). Next, characters are arranged on the field (step S112). As a result of the processing at step S112, the player character PC and the friendly characters FC1, FC2, which are instructed to move in accordance with an operation of thecontroller 3, and the enemy characters EC1, EC2 etc., which are controlled by theCPU 8, are displayed on thedisplay screen 51 as shown inFIG. 8 . - The next steps S113 to S119 are executed for each of the player character PC and the friendly characters FC1 and FC2. Initially, a hit point ratio HPP, which is a ratio of the current hit points HP to the maximum hit points HPMAX set in advance for the player character PC and the friendly characters FC1 and FC2, is calculated by using the HP and HPMAX stored in the PC table 911 (step S113). The HPP is obtained according to the formula of HPP=HP÷HPMAX. That is, in case where the PC table 911 is as shown in
FIG. 2A at the start of the game, the HP of the player character being 50 and the HPMAX being 100, the hit point ratio HPP is 0.5 (50%) according to the calculation HPP=50÷100. - Next, a drawing angle HPA is calculated according to the formula of HPA=HPP×180° (step S114). That is, as for the player character PC, the HPP being 0.5, the drawing angle HPA is 90° according to the calculation HPA=0.5×180°. Next, a ring gauge and character image display processing is executed (step S115). In this processing, as shown in
FIG. 8 , circular ring gauges 21, 22, and 23 are displayed for the player character PC and the friendly characters FC1 and FC2, respectively, at an edge of thedisplay screen 51, as shown inFIG. 8 . At the same time, face images of the player character PC and the friendly characters FC1 and FC2 are displayed in thering gauge ring gauge 21 is colored in a predetermined color as anHP belt portion 212 as shown inFIG. 8 . - Also, as for the friendly character FC1, the HP being 60 and the HPMAX being 80, the hit point ratio HPP is 0.75 according to the calculation HPP=60÷80. Therefore, the drawing angle HPA is 135° according to the calculation HPA=0.75×180° . Thus, a 135° portion of the left half of the
ring gauge 22 is colored anHP belt portion 222 as shown inFIG. 8 . Also, as for the friendly character FC2, the HP being 20 and the HPMAX being 75, the hit point ratio HPP is 0.27, according to the calculation HPP=20÷75. Therefore, the drawing angle HPA is 49°, according to the calculation HPA=0.27×180°. Thus, a 49° portion of the left half of thering gauge 23 is colored as anHP belt portion 232 as shown inFIG. 8 . - Furthermore, a magic point ratio MPP, which is a ratio of the current magic points MP to the maximum magic points MPMAX set in advance for the player character PC and the friendly characters FC1 and FC2, is calculated according to the formula of MPP=MP÷MPMAX by using the MP and MPMAX stored in the PC table 911 (step S117). That is, in case where the PC table 911 is as shown in
FIG. 2A at the start of the game, the MP of the player character PC being 1 and the MPMAX being 10, the magic point ratio MPP is 0.1 (10%) according to the calculation MPP=1÷10. - Next, a drawing angle MPA is calculated according to the formula of MPA=MPP×180° (step S118). Consequently, as for the player character PC, the MPP being 0.1, the drawing angle MPA is 18° according to the calculation MPA=0.1×180°. Then, the drawing angle HPA portions of the right halves of the ring gauges 21, 22 and 23 are displayed in a predetermined color (step S119) Therefore, as for the player character PC, the drawing angle MPA being 18° as described heretofore, an 18° portion of the right half of the
ring gauge 21 is colored as anMP belt portion 213 as shown inFIG. 8 . - Also, as for the friendly character FC1, the MP being 20 and the MPMAX being 20, the magic point ratio MPP is 1. Therefore, the drawing angle MPA is 180° according to the calculation MPA=1×180°. That is, a 180° portion of the right half of the
ring gauge 22 is colored as anMP belt portion 223 as shown inFIG. 8 . Also, as for the friendly character FC2, the MP being 20 and the MPMAX being 40, the magic point ratio MPP is 0.5 according to the calculation MPP=20÷40. Therefore, the drawing angle MPA is 90° according to the calculation MPA=0.5×180°. That is, a 90° portion of the right half of thering gauge 23 is colored as anMP belt portion 233 as shown inFIG. 8 . -
FIG. 9 is a flowchart showing details of the ability value display update process (step S4 shown inFIG. 3 ). Initially, the PC table 911 (FIG. 2A ) and the EC table 912 (FIG. 2B ) are updated, for example, by adding a hit point changing amount ΔHP, which results from the battle processing, to the HP (step S411). The processing at next steps S412 to S417 are identical to that of steps S113, S114 and S116 to S119 inFIG. 7 . That is, the hit point ratio HPP, which is the ratio of the HP to the HPMAX, is calculated (step S412) by using the HP in the PC table 911 updated in step S411. Next, the drawing angle HPA is calculated according to the formula of HPA=HPP×180° (step S413). Furthermore, the drawing angle HPA portions of the left halves of the ring gauges 21, 22 and 23 are displayed in the predetermined color (step S414). Thus, a length and angle of thebelt portions - Also, the magic point ratio MPP, which is the ratio of the MP to the MPMAX, is calculated (step S415) by using the MP in the PC table 911 updated in step 5411. Next, the drawing angle MPA is calculated according to the formula of MPA=MPP×180° (step S416). Furthermore, the drawing angle MPA portions of the right halves of the ring gauges 21, 22 and 23 are displayed in the predetermined color (step S417). Thus, a length and angle of the
belt portions - Although, in the embodiment, a circular ring gauge is used, without being limited to a circular form, gauges of other forms may be used as long as it is elliptical or polygonal. Also, in the embodiment, one kind (HP} and two kinds (HP and MP) of ability values are displayed in a form of a single ring gauge. However, additional kinds of ability values may be displayed by using a single ring gauge.
- Also, a home-use game device is used as a platform in this embodiment. However, the present invention may be implemented using general-purpose computers such as personal computers and like or arcade game machines, or portable games machine, PDAs or cellular telephones as a platform.
- Also, in this embodiment, the program and data for implementing the present invention are stored in a DVD-ROM, and the DVD-ROM is used as a recording medium. However, the recording medium is not limited to the DVD-ROM, and other computer-readable magnetic or optical recording mediums, or a semiconductor memory may be used as the recording medium. Furthermore, the program or data for implementing the present invention may be provided by pre-installing them in a storage apparatus of a game machine or a computer.
- Furthermore, the program or data for implementing the present invention may be downloaded to the
HDD 10 by theinterface portion 15 from other devices on thenetwork 17 connected to the interface portion via thecommunications line 16. Also, the program or the data may be stored in memories of the other devices on thecommunications line 16. Then, the program or the data may be sequentially stored in theRAM 9 via thecommunications line 16 when needed. - In addition, the program or the data for implementing the present invention may be provided as a computer data signal superimposed on a carrier wave from other devices on the
network 17. In this case, thecomputer interface 15 requests the other devices on thenetwork 17 to transmit the computer data signal, and thePAM 9 stores the transmitted computer data. Thus, the present invention may be implemented by thegame apparatus 1 using the program or the data stored in theRAM 9 as above. - Also, although the game by two-dimensional image processing is described as an example in the embodiment, the invention may be applied to a game using three-dimensional image processing.
- Although the invention has been described with reference to several exemplary embodiments, it is understood that the words that have been used are words of description and illustration, rather than words of limitation. Changes may be made within the purview of the appended claims, as presently stated and as amended, without departing from the scope and spirit of the invention in its aspects. Although the invention has been described with reference to particular means, materials and embodiments, the invention is not intended to be limited to the particulars disclosed; rather, the invention extends to all functionally equivalent structures, methods, and uses such as are within the scope of the appended claims.
Claims (20)
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2005365656A JP4199767B2 (en) | 2005-12-20 | 2005-12-20 | Game device, ability value display control method in video game, ability value display control program, and recording medium recording ability value display control program |
JP2005-365656 | 2005-12-20 |
Publications (1)
Publication Number | Publication Date |
---|---|
US20070149266A1 true US20070149266A1 (en) | 2007-06-28 |
Family
ID=37890465
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/612,795 Abandoned US20070149266A1 (en) | 2005-12-20 | 2006-12-19 | Ability value display control in a video game |
Country Status (3)
Country | Link |
---|---|
US (1) | US20070149266A1 (en) |
EP (1) | EP1800720A1 (en) |
JP (1) | JP4199767B2 (en) |
Cited By (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20130337912A1 (en) * | 2012-06-19 | 2013-12-19 | DeNA Co., Ltd. | Non-transitory computer-readable storage medium and server device |
US9254442B2 (en) | 2007-05-25 | 2016-02-09 | Kabushiki Kaisha Square Enix | Video game apparatus, video game processing program, program recording medium, and video game processing method |
US9474959B1 (en) * | 2011-07-20 | 2016-10-25 | Zynga Inc. | Friend image display in multiuser online games |
US20170001121A1 (en) * | 2015-06-30 | 2017-01-05 | Gree, Inc. | Program, control method, and information processing apparatus |
US10016680B2 (en) * | 2011-01-14 | 2018-07-10 | Kabushiki Kaisha Square Enix | Apparatus and method for displaying player character showing special movement state in network game |
WO2018200131A1 (en) * | 2017-04-28 | 2018-11-01 | PlayFusion Limited | User interface control cluster for enhancing a gaming experience |
US20190076738A1 (en) * | 2017-09-12 | 2019-03-14 | Bandai Namco Entertainment Inc. | Image generation system and information storage medium |
US10894213B2 (en) * | 2019-04-04 | 2021-01-19 | Square Enix Co., Ltd. | Game apparatus, method of controlling game apparatus, and non-transitory computer-readable storage medium |
Families Citing this family (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2008279280A (en) * | 2008-08-25 | 2008-11-20 | Square Enix Co Ltd | Game device, capacity value display control method in video game, capacity value display control program and recording medium recorded with capacity value display control program |
JP5347457B2 (en) * | 2008-11-28 | 2013-11-20 | 株式会社セガ | Display control program for character battle game |
KR101273344B1 (en) * | 2011-12-28 | 2013-06-20 | (주)네오위즈게임즈 | Method and server for providing simulation game |
JP6702914B2 (en) * | 2017-06-19 | 2020-06-03 | 株式会社スクウェア・エニックス | Program and recording medium |
-
2005
- 2005-12-20 JP JP2005365656A patent/JP4199767B2/en active Active
-
2006
- 2006-12-19 US US11/612,795 patent/US20070149266A1/en not_active Abandoned
- 2006-12-19 EP EP06026366A patent/EP1800720A1/en not_active Withdrawn
Cited By (13)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US9254442B2 (en) | 2007-05-25 | 2016-02-09 | Kabushiki Kaisha Square Enix | Video game apparatus, video game processing program, program recording medium, and video game processing method |
US10016680B2 (en) * | 2011-01-14 | 2018-07-10 | Kabushiki Kaisha Square Enix | Apparatus and method for displaying player character showing special movement state in network game |
US9474959B1 (en) * | 2011-07-20 | 2016-10-25 | Zynga Inc. | Friend image display in multiuser online games |
US8821235B2 (en) * | 2012-06-19 | 2014-09-02 | DeNA Co., Ltd. | Non-transitory computer-readable storage medium and server device |
US20130337912A1 (en) * | 2012-06-19 | 2013-12-19 | DeNA Co., Ltd. | Non-transitory computer-readable storage medium and server device |
US10335686B2 (en) * | 2015-06-30 | 2019-07-02 | Gree, Inc. | Program, control method, and information processing apparatus |
US20170001121A1 (en) * | 2015-06-30 | 2017-01-05 | Gree, Inc. | Program, control method, and information processing apparatus |
US11135518B2 (en) | 2015-06-30 | 2021-10-05 | Gree, Inc. | Program, control method, and information processing apparatus |
WO2018200131A1 (en) * | 2017-04-28 | 2018-11-01 | PlayFusion Limited | User interface control cluster for enhancing a gaming experience |
US10369470B2 (en) | 2017-04-28 | 2019-08-06 | PlayFusion Limited | User interface control cluster for enhancing a gaming experience |
US11052315B2 (en) * | 2017-09-12 | 2021-07-06 | Bandai Namco Entertainment Inc. | Image generation system and information storage medium |
US20190076738A1 (en) * | 2017-09-12 | 2019-03-14 | Bandai Namco Entertainment Inc. | Image generation system and information storage medium |
US10894213B2 (en) * | 2019-04-04 | 2021-01-19 | Square Enix Co., Ltd. | Game apparatus, method of controlling game apparatus, and non-transitory computer-readable storage medium |
Also Published As
Publication number | Publication date |
---|---|
EP1800720A1 (en) | 2007-06-27 |
JP2007167153A (en) | 2007-07-05 |
JP4199767B2 (en) | 2008-12-17 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US20070149266A1 (en) | Ability value display control in a video game | |
US8197339B2 (en) | Video game processing apparatus, a method and a computer program product for processing a video game | |
JP5745559B2 (en) | Video game processing apparatus and video game processing program | |
JP2009240570A (en) | Program, information storage medium, and game system | |
US7833098B2 (en) | Input data processing program and input data processing apparatus | |
JP5363448B2 (en) | Party chat system, program for party chat system, and information recording medium | |
JPH11272841A (en) | Image processing method, video game device, and record medium | |
JP6106393B2 (en) | Program, game device, and server | |
JP5444759B2 (en) | GAME SYSTEM, GAME TERMINAL DEVICE, SERVER, AND CONTROL PROGRAM | |
US7878904B2 (en) | Object selecting method | |
JP2014061020A (en) | Program, information storage medium, game device, and server | |
US8012005B2 (en) | Storage medium storing traveling time calculation program and game apparatus | |
US8317625B2 (en) | Game apparatus, game program and information recording medium | |
JP2014027975A (en) | Program, information storage medium, game device, and server | |
JP5124233B2 (en) | Program and game system | |
US10252165B2 (en) | Recording medium, data processing apparatus and data processing method | |
JP3084621B2 (en) | GAME MACHINE, GAME PROCESSING METHOD, AND MEDIUM | |
JP6147779B2 (en) | Program, game device, and server | |
JP6773819B2 (en) | Game program, game system | |
JP2014044710A (en) | Character display device | |
JP2017148592A (en) | Game system | |
JP2008279280A (en) | Game device, capacity value display control method in video game, capacity value display control program and recording medium recorded with capacity value display control program | |
JP5918184B2 (en) | Game system and game server | |
JP2009251883A (en) | Image producing system, program, and information storage medium | |
JP2019195612A (en) | Computer program and computer device |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AS | Assignment |
Owner name: KABUSHIKI KAISHA SQUARE ENIX (ALSO TRADING AS SQUA Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:ARAKAWA, TAKESHI;KANEMORI, YUICHI;REEL/FRAME:018995/0935;SIGNING DATES FROM 20070206 TO 20070207 |
|
AS | Assignment |
Owner name: KABUSHIKI KAISHA SQUARE ENIX (ALSO AS SQUARE ENIX Free format text: CHANGE OF NAME;ASSIGNOR:KABUSHIKI KAISHA SQUARE ENIX (ALSO TRADING AS SQUARE ENIX CO., LTD.);REEL/FRAME:022368/0822 Effective date: 20081009 |
|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |