GAME DEVICE, GAME PROCESSING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM
First Claim
1. A game device (200) comprising:
- a memory unit (201) which stores a position of a player character moving in a virtual space in accordance with an instruction from a player, a position of an enemy character, an elapsed time up to a present time after the enemy character has appeared in the virtual space, and candidates of a position where a new enemy character is to appear in the virtual space;
a measuring unit (202) which measures the elapsed time and stores the measured elapsed time in the memory unit (201);
a calculating unit (203) which calculates a distance monotonically increasing relative to the stored elapsed time;
an appearance determining unit (209) which determines whether to cause a new enemy character to appear in the virtual space; and
an appearance setting unit (204) which, when the appearance determining unit (209) determines to cause the new enemy character to appear, stores, as a position where an enemy character newly appears, a candidate having a distance to the player character closest to the calculated distance in the memory unit (201) among the stored candidates of a position where an enemy character is to newly appear and causes the new enemy character to appear.
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Accused Products
Abstract
In a game device (200), a memory unit (201) stores a position of a player character, a position of an enemy character, an elapsed time up to a present time after the enemy character has appeared, and candidates of a position where a new enemy character is to appear. A measuring unit (202) measures an elapsed time up to a present time after the enemy character has appeared, and stores the measured elapsed time in the memory unit (201). A calculating unit (203) calculates a reference distance which becomes a determination criterion for a position where a new enemy character appears based on the stored elapsed time. The reference distance monotonically increases relative to the increasing of the elapsed time. An appearance setting unit (204) selects a candidate having a distance to the player character closest to the reference distance among the candidates stored in the memory unit (201), and causes a new enemy character to appear at the selected candidate position.
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Citations
18 Claims
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1. A game device (200) comprising:
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a memory unit (201) which stores a position of a player character moving in a virtual space in accordance with an instruction from a player, a position of an enemy character, an elapsed time up to a present time after the enemy character has appeared in the virtual space, and candidates of a position where a new enemy character is to appear in the virtual space; a measuring unit (202) which measures the elapsed time and stores the measured elapsed time in the memory unit (201); a calculating unit (203) which calculates a distance monotonically increasing relative to the stored elapsed time; an appearance determining unit (209) which determines whether to cause a new enemy character to appear in the virtual space; and an appearance setting unit (204) which, when the appearance determining unit (209) determines to cause the new enemy character to appear, stores, as a position where an enemy character newly appears, a candidate having a distance to the player character closest to the calculated distance in the memory unit (201) among the stored candidates of a position where an enemy character is to newly appear and causes the new enemy character to appear. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)
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16. A game processing method executed by a game device (200) including a memory unit (201), the memory unit (201) storing a position of a player character moving in a virtual space in accordance with an instruction from a player, a position of an enemy character, an elapsed time up to a present time after the enemy character has appeared in the virtual space, and candidates of a position where a new enemy character is to appear in the virtual space, the method comprising:
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a measuring step of measuring the elapsed time and storing the measured elapsed time in the memory unit (201); a calculating step of calculating a distance monotonically increasing relative to the stored elapsed time; an appearance determining step of determining whether to cause a new enemy character to appear in the virtual space; and an appearance setting step of, when it is determined in the appearance determining step to cause the new enemy character to appear, storing, as a position where an enemy character newly appears, a candidate having a distance to the player character closest to the calculated distance in the memory unit (201) among the stored candidates of a position where an enemy character is to newly appear and causing the new enemy character to appear.
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17. A computer-readable information recording medium storing a program that allows a computer to function as:
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a memory unit (201) which stores a position of a player character moving in a virtual space in accordance with an instruction from a player, a position of an enemy character, an elapsed time up to a present time after the enemy character has appeared in the virtual space, and candidates of a position where a new enemy character is to appear in the virtual space; a measuring unit (202) which measures the elapsed time and stores the measured elapsed time in the memory unit (201); a calculating unit (203) which calculates a distance monotonically increasing relative to the stored elapsed time; an appearance determining unit (209) which determines whether to cause a new enemy character to appear in the virtual space; and an appearance setting unit (204) which, when the appearance determining unit (209) determines to cause the new enemy character to appear, stores, as a position where an enemy character newly appears, a candidate having a distance to the player character closest to the calculated distance in the memory unit (201) among the stored candidates of a position where an enemy character is to newly appear and causes the new enemy character to appear.
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18. A program that allows a computer to function as:
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a memory unit (201) which stores a position of a player character moving in a virtual space in accordance with an instruction from a player, a position of an enemy character, an elapsed time up to a present time after the enemy character has appeared in the virtual space, and candidates of a position where a new enemy character is to appear in the virtual space; a measuring unit (202) which measures the elapsed time and stores the measured elapsed time in the memory unit (201); a calculating unit (203) which calculates a distance monotonically increasing relative to the stored elapsed time; an appearance determining unit (209) which determines whether to cause a new enemy character to appear in the virtual space; and an appearance setting unit (204) which, when the appearance determining unit (209) determines to cause the new enemy character to appear, stores, as a position where an enemy character newly appears, a candidate having a distance to the player character closest to the calculated distance in the memory unit (201) among the stored candidates of a position where an enemy character is to newly appear which causes the new enemy character to appear.
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Specification