Video game processing apparatus, a method and a computer program product for processing a video game
First Claim
1. A video game processing apparatus that causes an image of a player character of a video game to be displayed, the video game processing apparatus including a memory, a processor, and an input interface and controlling a progress of the video game by controlling an action of the displayed player character in accordance with an operation by a player, the displayed player character transitioning between a plurality of states in accordance with the operation by the player during the progress of the video game, each of the states corresponding to a display allowable condition, the video game processing apparatus comprising:
- a normal action specifying command display controller, stored in the memory and executed by the processor, that selectably displays at least one normal action specifying command for specifying a normal action that the player character can perform, the normal action being performable by the player in each of the states;
a state determiner, stored in the memory and executed by the processor, that determines, from among the plurality of states, a current state of the player character, the current state being determined based on the action of the player character during the progress of the video game;
a local category determiner, stored in the memory and executed by the processor, that determines, from among a plurality of categories of local action specifying commands, one of the categories of local action specifying commands that corresponds to the determined current state of the player character, each of the categories of local action specifying commands corresponding to less than all of the states;
a local action specifying command display controller, stored in the memory and executed by the processor, that selectably displays at least one local action specifying command associated with the one of the categories of local action specifying commands determined to correspond to the current state of the player character, the local action specifying command specifying a local action that the player character can perform in response to the player character being in the current state and the local action specifying command being performable in less than all of the states;
a command selection receiver that receives, via the input interface, a command, the command indicating, in accordance with the operation of the player, one of the displayed normal action specifying command and the displayed local action specifying command; and
a player character action controller, stored in the memory and executed by the processor, that controls an action of the player character in response to the command received, via the input interface, by the command selection receiver,wherein the current state of the player character becomes another one of the states in response to the player character carrying out the local action in response to the command selection receiver receiving the command that selects the displayed local action specifying command,wherein the local action specifying command display controller displays another local action specifying command in response to the current state becoming the another one of the states, the another local action specifying command being specified by the selected local action specifying command and being performable by the player in the another one of the states, andwherein, when a plurality of local action specifying commands correspond to the current state of the player character, the local action specifying command display controller displays one of the plurality of local action specifying commands having a highest degree of priority in priority to an other of the plurality of local action specifying commands, and, when multiple ones of the plurality of local action specifying commands have the highest degree of priority, the local action specifying command controller displays one of the multiple ones of the plurality of local action specifying commands that specifies the local action whose target is a normal action target character in priority to an other of the multiple ones of the plurality of local action specifying commands.
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Accused Products
Abstract
It is an object that a normally selectable command or a command for specifying an appropriate action in accordance with the state of a player character can be easily selected through a simple operation by a player. In a command control process, at least one normal action specifying command for specifying a normal action that the player character can normally carry out is selectably displayed; at least one local action specifying command for specifying a local action that the player character can locally carry out in accordance with a state of the player character and corresponds to the state of the player character is selectably displayed when the player character becomes the corresponding state; and an action of the player character is controlled in response to the command selected, through operation by the player, from the displayed at least one normal action specifying command and the displayed at least one local action specifying command.
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Citations
20 Claims
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1. A video game processing apparatus that causes an image of a player character of a video game to be displayed, the video game processing apparatus including a memory, a processor, and an input interface and controlling a progress of the video game by controlling an action of the displayed player character in accordance with an operation by a player, the displayed player character transitioning between a plurality of states in accordance with the operation by the player during the progress of the video game, each of the states corresponding to a display allowable condition, the video game processing apparatus comprising:
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a normal action specifying command display controller, stored in the memory and executed by the processor, that selectably displays at least one normal action specifying command for specifying a normal action that the player character can perform, the normal action being performable by the player in each of the states; a state determiner, stored in the memory and executed by the processor, that determines, from among the plurality of states, a current state of the player character, the current state being determined based on the action of the player character during the progress of the video game; a local category determiner, stored in the memory and executed by the processor, that determines, from among a plurality of categories of local action specifying commands, one of the categories of local action specifying commands that corresponds to the determined current state of the player character, each of the categories of local action specifying commands corresponding to less than all of the states; a local action specifying command display controller, stored in the memory and executed by the processor, that selectably displays at least one local action specifying command associated with the one of the categories of local action specifying commands determined to correspond to the current state of the player character, the local action specifying command specifying a local action that the player character can perform in response to the player character being in the current state and the local action specifying command being performable in less than all of the states; a command selection receiver that receives, via the input interface, a command, the command indicating, in accordance with the operation of the player, one of the displayed normal action specifying command and the displayed local action specifying command; and a player character action controller, stored in the memory and executed by the processor, that controls an action of the player character in response to the command received, via the input interface, by the command selection receiver, wherein the current state of the player character becomes another one of the states in response to the player character carrying out the local action in response to the command selection receiver receiving the command that selects the displayed local action specifying command, wherein the local action specifying command display controller displays another local action specifying command in response to the current state becoming the another one of the states, the another local action specifying command being specified by the selected local action specifying command and being performable by the player in the another one of the states, and wherein, when a plurality of local action specifying commands correspond to the current state of the player character, the local action specifying command display controller displays one of the plurality of local action specifying commands having a highest degree of priority in priority to an other of the plurality of local action specifying commands, and, when multiple ones of the plurality of local action specifying commands have the highest degree of priority, the local action specifying command controller displays one of the multiple ones of the plurality of local action specifying commands that specifies the local action whose target is a normal action target character in priority to an other of the multiple ones of the plurality of local action specifying commands. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. A method of processing a video game that causes a player character of a video game to be displayed, the method controlling progress of the video game by controlling an action of the displayed player character in accordance with an operation from a player, the displayed player character transitioning between a plurality of states in accordance with the operation by the player during the progress of the video game, each of the states corresponding to a display allowable condition, the method comprising:
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displaying, on a display screen, at least one normal action specifying command for specifying a normal action that the player character can carry out, the normal action being performable by the player in each of the states; determining, with a processor, from among the plurality of states, a current state of the player character, the current state being determined based on the action of the player character during the progress of the video game; determining, with the processor, from among a plurality of categories of local action specifying commands, one of the categories of local action specifying commands that corresponds to the determined current state of the player character, each of the categories of local action specifying commands corresponding to less than all of the states; displaying, on the display screen, at least one local action specifying command associated with the one of the categories of local action specifying commands determined to correspond to the current state of the player character, the local action specifying command specifying a local action that the player character can perform in response to the player character being in the current state and the local action specifying command being performable in less than all of the states; receiving, via an input interface, a command selection, by an operation of the player, that selects one of the displayed normal action specifying command and the displayed local action specifying command; and controlling, with the processor, an action of the player character in response to the received command, wherein the current state of the player character becomes another one of the states in response to the player character carrying out the local action in response to the received command selection selecting the displayed local action specifying command, wherein another local action specifying command is displayed in response to the current state becoming the another one of the states, the another local action specifying command being specified by the selected local action specifying command and being performable by the player in the another one of the states, and wherein, when a plurality local action specifying commands correspond to the current state of the player character, one of the plurality of local action specifying commands having a highest degree of priority is displayed in priority to an other of the plurality of local specifying commands, and, when multiple ones of the plurality of local action specifying commands have the highest degree of priority, one of the multiple ones of the plurality of local action specifying commands that specifies the local action whose target is a normal action target character is displayed in priority to an other of the multiple ones of the plurality of local action specifying commands. - View Dependent Claims (10, 11, 12, 13, 14)
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15. A non-transitory computer readable medium, comprising code segments for processing a video game, and for controlling progress of the video game by causing display of a player character, and controlling an action of the displayed player character, the displayed player character transitioning between a plurality of states during the progress of the video game, each of the states corresponding to a display allowable condition, the computer readable medium comprising:
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a normal action display code segment that selectably displays at least one normal action specifying command for specifying a normal action that the player character can perform, the normal action being performable by the player in each of the states; a state determining code segment that determines, from among the plurality of states, a current state of the player character, the current state being determined based on the action of the player character during the progress of the video game; a local category determining code segment that determines, from among a plurality of categories of local action specifying commands, one of the categories of local action specifying commands that corresponds to the determined current state of the player character, each of the categories of local action specifying commands corresponding to less than all of the states; a local action display code segment that displays at least one local action specifying command associated with the one of the categories of local action specifying commands determined to correspond to the current state of the player character, the local action specifying command specifying a local action that the player character can perform in response to the player character being in the current state and the local action specifying command being performable in less than all of the states; a receiving code segment that receives a command that selects, by an operation of the player, one of the displayed normal action specifying command and the displayed local action specifying command; and a controlling code segment that controls an action of the player character in response to the received command, wherein the current state of the player character becomes another one of the states in response to the player character carrying out the local action in response to the receiving code segment receiving the command that selects the displayed local action specifying command, wherein the local action display code segment displays another local action specifying command in response to the current state becoming the another one of the states, the another local action specifying command being specified by the selected local action specifying command and being performable by the player in the another one of the states, and wherein, when a plurality of local action specifying commands correspond to the current state of the player character, the local action display code segment displays one of the plurality of local action specifying commands having a highest degree of priority in priority to an other of the plurality of local action specifying commands, and, when multiple ones of the plurality of local action specifying commands have the highest degree of priority, the local action display code segment displays one of the multiple ones of the plurality of local action specifying commands that specifies the local action whose target is a normal action target character in priority to an other of the multiple ones of the plurality of local action specifying commands. - View Dependent Claims (16, 17, 18, 19, 20)
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Specification