Video game program and video game device for generating an attribute status image
First Claim
1. A non-transitory computer-readable physical storage medium having tangibly recorded thereon a video game program to be executed by a video game device including a display, control programmed logic circuitry and computer readable storage memory, the video game program instructing a computer of the video game device to function as:
- attribute status changing programmed logic circuitry for automatically switching a status of each of a plurality of types of attributes in a predetermined way, which are respectively assigned to a plurality of characters in a game world, between active and inactive in real time and for storing the status of each attribute in the computer readable storage memory;
attribute status display control programmed logic circuitry for producing an attribute status barometer image and displaying the attribute status barometer image on the display, wherein the attribute status barometer image represents whether or not a status of each attribute is currently being active and an amount of time needed before an inactive attribute will next become active;
space attribute determining programmed logic circuitry for storing, in the computer readable storage memory, an attribute currently being active as a space attribute;
attribute comparison programmed logic circuitry for comparing an attribute of each of the plurality of characters with the space attribute;
character ability changing programmed logic circuitry for changing an ability parameter of each of the plurality of characters based on a result of the comparison by the attribute comparison programmed logic circuitry; and
game process programmed logic circuitry for performing a game process using the ability parameter, which has been changed by the character ability changing programmed logic circuitry, based on an instruction inputted by a player through the control programmed logic circuitry.
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Abstract
Displayed on a first LCD 11 are a “fire” planet 40a, a “wood” planet 40b; an “earth” planet 40c, a “wind” planet 40d and a “water” planet 40e, each traveling along an orbit by a unique orbital period. While an attribute symbol is traveling through an active zone that is associated with the attribute symbol, the status of the attribute represented by the attribute symbol is active. An attribute being active affects the space attribute, which is the attribute of a particular space in the game world. The space attribute affects the ability parameters of characters of the same attribute. Thus, it is possible to enrich the strategic aspect of a video game using characters'"'"' attributes.
13 Citations
24 Claims
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1. A non-transitory computer-readable physical storage medium having tangibly recorded thereon a video game program to be executed by a video game device including a display, control programmed logic circuitry and computer readable storage memory, the video game program instructing a computer of the video game device to function as:
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attribute status changing programmed logic circuitry for automatically switching a status of each of a plurality of types of attributes in a predetermined way, which are respectively assigned to a plurality of characters in a game world, between active and inactive in real time and for storing the status of each attribute in the computer readable storage memory; attribute status display control programmed logic circuitry for producing an attribute status barometer image and displaying the attribute status barometer image on the display, wherein the attribute status barometer image represents whether or not a status of each attribute is currently being active and an amount of time needed before an inactive attribute will next become active; space attribute determining programmed logic circuitry for storing, in the computer readable storage memory, an attribute currently being active as a space attribute; attribute comparison programmed logic circuitry for comparing an attribute of each of the plurality of characters with the space attribute; character ability changing programmed logic circuitry for changing an ability parameter of each of the plurality of characters based on a result of the comparison by the attribute comparison programmed logic circuitry; and game process programmed logic circuitry for performing a game process using the ability parameter, which has been changed by the character ability changing programmed logic circuitry, based on an instruction inputted by a player through the control programmed logic circuitry. - View Dependent Claims (2, 3, 4, 5, 6, 15, 16)
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7. A video game device, comprising:
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a display for displaying a game image; control programmed logic circuitry to be controlled by a player; computer readable storage memory for storing data for a game process; attribute status changing programmed logic circuitry for automatically switching a status of each of a plurality of types of attributes in a predetermined way, which are respectively assigned to a plurality of characters in a game world, between active and inactive in real time and for storing the status of each attribute in the computer readable storage memory; attribute status display control programmed logic circuitry for producing an attribute status barometer image and displaying the attribute status barometer image on the display, wherein the attribute status barometer image represents whether or not a status of each attribute is currently being active and an amount of time needed before an inactive attribute will next become active; space attribute determining programmed logic circuitry for storing, in the computer readable storage memory, an attribute currently being active as a space attribute; attribute comparison programmed logic circuitry for comparing an attribute of each of the plurality of characters with the space attribute; character ability changing programmed logic circuitry for changing an ability parameter of each of the plurality of characters based on a result of the comparison by the attribute comparison programmed logic circuitry; and game process programmed logic circuitry for performing a game process using the ability parameter, which has been changed by the character ability changing programmed logic circuitry, based on an instruction inputted by a player through the control programmed logic circuitry. - View Dependent Claims (8, 9, 10, 11, 12, 13, 14)
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17. A computer implemented method executed by a video game device, the method comprising:
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automatically switching a status of each of a plurality of types of attributes in a predetermined way, which are respectively assigned to a plurality of characters in a game world, between active and inactive in real time and storing the status of each attribute in a computer readable storage medium; producing an attribute status barometer image and displaying the attribute status barometer image on a display, wherein the attribute status barometer image represents whether or not a status of each attribute is currently being active and an amount of time needed before an inactive attribute will next become active; storing an attribute currently being active as a space attribute in the computer readable storage medium; comparing an attribute of each of the plurality of characters with the space attribute; changing an ability parameter of each of the plurality of characters based on a result of the comparison of the attribute of the character in the game world with the space attribute; receiving an instruction input from a player on the video game device; and performing a game process using the changed ability parameter based on the received instruction. - View Dependent Claims (18, 19, 20, 21, 22, 23, 24)
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Specification