U.S. Patent No. 7,635,300: Damage control game program and game machine
Issued Dec. 22, 2009, to Konami
Summary:
The ‘300 patent provides a new way to treat character damage during a game. In past games, a player could heal his character by receiving a power-up (plants in the Resident Evil series). Once these power ups were ingested, the character’s health would be fully restored. This invention features a new way to restore health—under this invention a character’s health is restored slowly based on what part of his body is injured. Thus, healing will be quicker if only one part of the body is injured, but slower if more parts of the body are hurt.
Abstract:
Game program has a procedure for renewing, for reducing a value of a life power parameter according to volume of damage received and for renewing it, a procedure for setting parameter value, for setting the value of the life power parameter reduced and renewed as a standard parameter value and for storing it in a memory, a procedure for recovering, for increasing the value of the life power parameter by a value of recovery parameter which is set on a recovery item which is instructed to be used by a player and for renewing it, a procedure for reducing, for reducing the value of the life power parameter in the memory which was increased and renewed at a predetermined reduction velocity with the passage of time and for renewing it.
Illustrative Claim:
1. A damage control game program embodied in a computer readable medium being used in a game program, for getting each character to take an action in a game world on the basis of a value of life power parameter which is set on said each character and for displaying said action on a monitor as an image, comprising: an item data file for storing a recoverable value of said life power parameter concerning a recovery item for temporarily recovering said value of said life power parameter of said character, said game program for setting a standard parameter value which shows a wounded state of said character in connection with said life power parameter, and a parameter value which shows present life power of said character; said damage control game program for executing the following procedures, a procedure for renewing life power parameter, for reducing said value of said life power parameter which is set on, said character and is stored in a memory of a computer according to a volume of damage received on said life power parameter of said character in said game world and renewing it; a procedure for setting standard parameter value, for setting said value of said life power parameter reduced and renewed by said procedure for renewing life power parameter as said standard parameter value and storing it in said memory of said computer; a procedure for natural recovery, for expressing a wounded state of said character by gradually successively recovering and renewing said standard parameter value which is stored in said memory by said procedure for setting standard parameter value at a predetermined natural recovery velocity with a passage of time up to a full state of said life power parameter of said character; a procedure for temporary recovery, for reading a value of a recovery parameter which is set on a recovery item which is instructed to be used by a player through input means out of said item data file which stores a value of said recoverable life power parameter concerning a recovery item through which said value of said life power parameter of said character can be temporarily recovered, and for increasing said value of said life power parameter of said character stored in said memory, independent of said standard parameter value by a value corresponding to a value of said read recovery parameter concerning said character who received said damage and for renewing it; a procedure for controlling said procedure for natural recovery and said procedure for temporary recovery, independently from each other; a procedure for judging wounded state, for judging whether or not said standard parameter value of said character at the time when being recovered by said procedure for temporary recovery, is in a wounded state where the value is smaller than a full parameter value of said character; a procedure for judging damage, for judging an amount of said damage received by said character from an enemy character in a battle and storing said amount of damage in a memory; a procedure for determining reduction velocity, for determining a reduction velocity according to said amount of damage stored in said memory by accessing a reduction velocity file containing a reduction velocity value of said life power parameter for each of a plurality of body portions of said character; wherein in said reduction velocity file, the reduction velocity associated with a first set of body portions is greater than the reduction velocity associated with a second set of body portions; a procedure for reducing life power parameter, for reducing said value of said life power parameter in said memory which was increased and renewed by said procedure for temporary recovery for said character, who has been judged to be in said wounded state by said procedure for judging wounded state, up to said standard parameter value at said reduction velocity which was determined by said procedure for determining reduction velocity with the passage of time and renewing it; a procedure for storing damage image data, for storing a body position of said damaged portion of said character received from said enemy character in said battle scene on a body image as damage image data for each said character; a procedure for controlling an old wound, for storing said body position of said damage with is stored in said damage image data as an old wound without erasing even if said character naturally recovers from said wounded state up to a full state of said life power parameter of said character by said procedure for natural recovery; and a procedure for displaying damage record, for displaying said old wound which has already been recovered and said damaged portion which has not yet been recovered on said monitor so as to differentiate in color and form to be displayed in response to an instruction from said player through said input means; wherein an effect of said recovery item on said life power parameter in a recovery action when said first set of body portions receive damage is smaller than an effect of said recovery item on said life power parameter in a recovery action when said second set of body portions receive damage.