Programs and Information Processing Systems

By placing a specific object and adjusting scores based on positional relationships, the system enhances gameplay dynamics and engagement in team-based games, addressing the lack of interestingness in existing games.

JP2026095537APending Publication Date: 2026-06-11COLOPL

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
COLOPL
Filing Date
2026-03-30
Publication Date
2026-06-11

AI Technical Summary

Technical Problem

Existing games lack interestingness and engagement, particularly in competitive team-based scenarios.

Method used

A computer system is used to place a specific object, such as a tank, between users and opponents in a virtual space, and adjusts scores based on positional relationships to enhance gameplay dynamics.

Benefits of technology

This approach improves the enjoyment and engagement of games by introducing dynamic scoring and competitive challenges, enhancing user interaction and team-based strategies.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance the enjoyment of the game. [Solution] The program causes the computer to move a specific object along a predetermined route in a game, and to change the state of the specific object. The state of the specific object includes a first state in which the specific object moves along the route, a second state to which the object's progress is interrupted upon reaching a checkpoint placed on the route, and a third state that has an unfavorable effect on the side that obstructs the object's progress. The program causes the computer to move a specific object that has reached a checkpoint and transitioned to the second state to the third state via the second state, and then to resume its progress.
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Description

Technical Field

[0001] The present invention relates to a program and an information processing system.

Background Art

[0002] Conventionally, games in which teams compete against each other are known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in games, it is required to improve the interestingness.

[0005] The present invention has been made in view of the above circumstances, and an object thereof is to improve the interestingness of games.

Means for Solving the Problems

[0006] According to one embodiment shown in the present disclosure, a computer is functioned as placement means for placing a specific object that is competed for between a user and an opponent in a virtual space, and score management means for changing a predetermined score regarding the user based on a positional relationship between at least one of a first character operated by the user and a second character operated by the opponent and the specific object. A program is provided.

Effects of the Invention

[0007] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]

[0008] [Figure 1] This is a diagram illustrating the schematic configuration of an information processing system. [Figure 2] This is a block diagram showing the functional configuration of an information processing system. [Figure 3] This is a diagram to explain the rules of the game. [Figure 4] This figure shows an example of the display screen during a match. [Figure 5] This figure shows an example of the display screen during a match. [Figure 6] This figure shows an example of the display screen during a match. [Figure 7] This is a diagram illustrating the transitions in the state of the tank. [Figure 8] This is a diagram to explain the display of icons indicating the location of tanks. [Figure 9] This flowchart shows an example of the process involved in transitioning between tank states. [Figure 10] This flowchart shows an example of the process involved in ending a match. [Modes for carrying out the invention]

[0009] Embodiments of the present invention will be described below with reference to the drawings.

[0010] <Hardware configuration of the information processing system> As shown in Figure 1, the information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via the network 2. The network 2 may be constituted by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or any combination thereof. Also, the connection between the terminal device 10 and the server 20 may be either a wired connection or a wireless connection.

[0012] The server 20 (or, in other words, a computer, an information processing device) may be a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the operation of the entire server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and expands it in the memory 22. The processor 21 executes the expanded program.

[0014] The memory 22 is a main memory device. The memory 22 is constituted by, for example, a storage device such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 provides a working area for the processor 21 by temporarily storing the program and various data read by the processor 21 from the storage 23. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the program.

[0015] Note that, in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of the terminal device 10 and the server 20. Note that, as an example, the game realized by the cooperation of the terminal device 10 and the server 20 may be a game executed on a browser started on the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by a storage device such as a flash memory or an HDD (Hard Disk Drive), for example. Various data related to the game is stored in the storage 23.

[0017] The communication IF 24 controls the transmission and reception of various data via a network between the server 20 and the terminal device 10 or the like.

[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse and a keyboard, and a display unit which is a device for displaying and outputting an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device or the like. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when the user executes the game.

[0020] The terminal device 10 comprises a processor 11, memory 12, storage 13, communication interface 14, input / output interface 15, input unit 17, and display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, MPU, and GPU. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program.

[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.

[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.

[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.

[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (for example, touch operation, tap operation, slide operation, swipe operation, flick operation, pinch-in operation, and pinch-out operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an accelerometer or angular velocity sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <Functional Configuration of Information Processing Systems> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that are registered in advance for each game. The method of registering accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.

[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication interface 24, and input / output interface 25. The storage unit 220 stores various types of data used by the control unit 210. These types of data include, for example, game programs, game information, and user information.

[0032] The game program is a program that enables the game to be played. Game information and user information are data that the control unit 210 refers to when executing the game program.

[0033] The game program stored in the memory unit 220 may include not only the program executed on the server 20 side, but also a program that is sent to the terminal device 10 and executed on the terminal device 10 side. Alternatively, the memory unit 220 may store both the program executed on the server 20 side and the program executed on the terminal device 10 side.

[0034] Game information is shared across accounts. This information includes, for example, information defining various virtual spaces (in other words, game spaces). A virtual space is a space where objects such as user-controllable characters (hereinafter also referred to as "player characters") are placed. Game information may also include various setting information about objects common across accounts, such as the placement, size, color, and shape of background objects like buildings, trees, and stones, as well as non-player characters (NPCs) placed within the virtual space. Furthermore, game information may include setting values ​​for various parameters of objects placed within the virtual space, such as non-player characters. In the following, the character objects placed within the virtual space may simply be referred to as "characters."

[0035] User information is information managed for each game account. User information includes, for example, information about the user's character, information about friends and followers (specifically, followers and following), information about owned assets, and information indicating game progress. Owned assets include, for example, in-game currency (in other words, virtual currency) and items.

[0036] The control unit 210 controls various processes related to the game by executing the game program stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211 and a game progress unit 212.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplayer function, and data to be synchronized from each terminal device 10, and passes them to the game progress unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the game progress unit 212.

[0038] In this embodiment, the multiplayer function is a function that synchronizes the game processing of multiple accounts. The server 20 and terminal device 10 of the information processing system 1 execute various processes to support the multiplayer function when multiple accounts logged into the information processing system 1 participate in the same game.

[0039] The game progress unit 212 provides the game to the terminal device 10 by executing calculations described in the game program in response to requests from the terminal device 10.

[0040] The game progress unit 212 defines the virtual space based on the information for defining the virtual space included in the game information. The game progress unit 212 places objects in the virtual space based on the object setting information included in the game information. The game progress unit 212 controls the objects placed in the virtual space. Specifically, the game progress unit 212 changes the position, orientation, shape, color, etc., of objects in the virtual space, and makes objects perform predetermined actions.

[0041] Furthermore, the game progress unit 212 places the player characters of multiple players in the virtual space based on the play information transmitted from each terminal device 10. In other words, the game progress unit 212 processes the game space, which is an example of a virtual space, to be shared by multiple users. The game progress unit 212 also performs various judgment processes related to the progress of the game based on the play information transmitted from each terminal device 10. In other words, the game progress unit 212 controls objects and performs various judgment processes based on user input operations. Play information is output according to user input operations. For example, the play information may include the coordinate information of the player character as the content of the player character's operation, information about the player character's actions, and information indicating buttons operated by the user. The play information may also include information about the player character's settings. For example, the character's coordinate information is information indicating the character's position in the game space. For example, the action information is information about the character's actions. For example, a character's actions may include the character's posture, item use, skill use, attack, defense, or jump. For example, information regarding a character's settings may include information about the character's equipment, appearance, etc. Furthermore, the character's settings can be changed by the user.

[0042] Furthermore, when the game progress unit 212 receives, for example, a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The game progress unit 212 also commands the transmission / reception unit 211 to send game information or user information. For example, when the server 20 sends information to multiple terminal devices 10, the game progress unit 212 synchronizes the game progressing among the terminal devices 10 by simultaneously sending information to each terminal device 10. By executing the synchronization processing, it becomes possible to simultaneously reflect in-game events caused by an operation entered on one terminal device 10 to other terminal devices 10.

[0043] In this embodiment, the terminal device 10 has functions such as an input device that accepts user input operations, and an output device that outputs game images and sounds.

[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of the processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. These various data include, for example, game programs, game information, and user information. The game program is a program for implementing the game on the terminal device 10 side. Game information and user information are data that the control unit 110 refers to when executing the game program. The game information and user information stored in the storage unit 120 may include the same information as the game information and user information stored in the storage unit 220.

[0045] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing the game program stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progress unit 113, and a display control unit 114.

[0046] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.

[0047] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.

[0048] The transmitting / receiving unit 112 transmits or receives various types of data. For example, the transmitting / receiving unit 112 transmits various types of data and various requests to the server 20. As an example, the data that the transmitting / receiving unit 112 transmits to the server may include play information, game information, and user information. In other words, the transmitting / receiving unit 112 transmits to the server 20 information regarding input operations received by the operation reception unit 111.

[0049] Furthermore, the transmitting / receiving unit 112 receives various data, programs, and requests from the server. For example, the data that the transmitting / receiving unit 112 receives from the server 20 may include the types of one or more characters to be placed in the game space, character coordinate information, character action information, information regarding character settings, and other information. Also, for example, the data that the transmitting / receiving unit 112 receives from the server may include data for synchronization to support the multiplayer function. Synchronization data may include, for example, the data to be synchronized, the type of that data, and data to specify the timing of the synchronization.

[0050] The game progress unit 113 performs various processes related to the progress of the game. Based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111, the game progress unit 113 identifies the user's instructions. Based on the results of various judgment processes related to the progress of the game performed on the identified instructions, the game progress unit 113 controls objects, virtual cameras, etc. Depending on the progress of the game, the game progress unit 113 updates, adds, or deletes game information and user information.

[0051] The game progress unit 113 defines a virtual camera for specifying the area to be presented to the user within the virtual space. The game progress unit 113 positions the virtual camera within the virtual space by defining its position and orientation. The game progress unit 113 instructs the display control unit 114 to generate an image that renders the field of view defined by the virtual camera and the objects placed within this field of view.

[0052] The position and orientation of the virtual camera can be determined as appropriate for each virtual space. For example, the game progress unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view with a specific orientation. In doing so, the game progress unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object such as a player character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include player characters that operate based on the actions of each user and non-player characters that operate based on the game program.

[0053] The display control unit 114 causes the display unit 18 to display game images. Specifically, the display control unit 114 displays images on the display unit 18 that correspond to the game progress by the game progress unit 212. For example, the display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game progress unit 113 within the virtual space, and the objects present in that field, and displays it on the display unit 18. In addition, the display control unit 114 can superimpose and draw UI (User Interface) objects necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.

[0054] Furthermore, the control unit 110 of the terminal device 10 may place objects in the virtual space and display a predetermined area of ​​the virtual space on the display unit 18 based on object data sent from the server 20 and information indicating the positions of various objects in the virtual space. Alternatively, the control unit 210 of the server 20 may place objects in the virtual space, control the virtual camera, generate an image to be displayed on the display unit 18, and send it to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to object control based on user input, virtual camera control, and generation of images to be displayed on the display unit 18 may be performed by the server 20 or by the terminal device 10.

[0055] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each device of the terminal device 10 and server 20 may have at least some of the functions of other devices. In other words, in this embodiment, the server 20 may have some or all of the functional blocks of the terminal device 10, and the terminal device 10 may have some or all of the functional blocks of the server 20. Furthermore, each device such as the terminal device 10 and server 20 does not have to be implemented by a single device, but may be implemented by multiple devices connected via a network, for example. Also, the information processing system 1 may consist of only the terminal device 10 or the server 20, for example. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.

[0056] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing the processing described later by executing the game program stored in the information processing system 1. However, at least a portion of the processing described later that is performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a portion of the processing described later that is performed by the processor 21 may be executed by a processor other than the processor 21. In other words, in this embodiment, the computer that executes the game program may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices.

[0057] The following describes the configuration according to this embodiment, using an example of its application to a game played by multiple users in teams. Specifically, the example will be a game in which multiple users are divided into multiple teams and compete against each other (for example, a GvG (Guild Versus Guild) game or an FPS (First Person Shooter) game). In the game of this embodiment, six users form a team and compete against other teams. Note that the configuration according to this embodiment may be applied to any game other than GvG games or FPS games. Furthermore, the configuration according to this embodiment is not limited to multiplayer games, but may also be applied to single-player games, etc.

[0058] In this embodiment of the game, each user can control their own character and compete against an opponent. Here, the opponent is another user (in other words, a team to which another user belongs), but the opponent may also be a non-player character or the like. Also, in this embodiment, the game is played with two teams, but the game may be played with three or more teams.

[0059] In the game of this embodiment, a home screen (not shown) displayed on the display unit 18 displays buttons and the like that accept input for starting a match against an opponent. The game progress unit 212 starts the match based on the input operation to the buttons. When playing a match, the user may be able to select the opponent and teammates, or the game progress unit 212 may automatically select them from among multiple users.

[0060] Furthermore, the game progress unit 212 moves the player character based on user input during a match. Specifically, the game progress unit 212 moves the player character in the virtual space and has the player character perform actions related to attacking the opponent based on user input. The method for starting a match and the basic operation methods of the player character (for example, processes related to movement and attacking predetermined objects) can be the same as in conventional games. In addition, in the game of this embodiment, the user may be able to configure their player character, specifically equipping the player character with items (for example, weapons, armor, etc.) or selecting the type of player character to use in a match, but the method for configuring such player characters can also be the same as in conventional games.

[0061] The game of this embodiment will be described with reference to Figures 3 to 6. Figure 3 is a diagram illustrating the rules of the game of this embodiment. Figures 4 to 6 are examples of display screens shown on the display unit 18 during a match.

[0062] The game of this embodiment involves transporting a specific object (in other words, a moving object) along a predetermined route to a destination (in other words, the goal). Specifically, the game of this embodiment is won or lost depending on the degree to which the specific object reaches its destination. More specifically, users compete against each other in teams, and the team that transports the specific object, the tank 32 (see Figure 4), to its destination wins. Each team has a home base H (see Figure 3), and the opposing team's home base H is the destination to which the tank 32 must be transported. There is also a time limit (in other words, a match time) for the game, and if neither team can transport the tank 32 to its destination within the time limit, the team that has transported the tank 32 closer to the destination wins. The tank 32 is an object (in other words, a target) that teams compete to capture, and each team aims to acquire the tank 32 and transport it to the opposing team's home base H. In this embodiment, the tank 32 is shaped like a tank, but it may have other shapes.

[0063] Furthermore, in this embodiment, there is only one tank 32, which is the object that teams compete to capture and transport to a specific location. As shown in Figure 3, the tank 32 moves along a predetermined route (hereinafter also referred to as the "progress route R") in the virtual space 30 (in other words, the field) where the match takes place. Specifically, multiple coordinate points P are set in the virtual space 30 to indicate the points that the tank 32 will pass through, and the tank 32 travels along a path connecting multiple coordinate points P. In the example shown in Figure 3, 25 coordinate points P are set. Specifically, each coordinate point P is assigned an ID (here, IDs "1" to "25"), and the path connecting each coordinate point P in numerical order of the IDs is the progress route R of the tank 32. Here, the coordinate point P with ID "13" is the center of the progress route R (in other words, the field). Also, the coordinate point P with ID "1" and the coordinate point P with ID "25" correspond to the home base H of each team. In the following explanation, the coordinate point P for ID "1" corresponds to the home base H1 of the user's team, and the coordinate point P for ID "25" corresponds to the home base H2 of the opposing team. Furthermore, in the following explanation, the area in the virtual space 30 where the coordinate points P for IDs "1" to "12" are set (in other words, the range corresponding to the coordinate points P for IDs "1" to "13") will be referred to as "our territory," and the area in the virtual space 30 where the coordinate points P for IDs "14" to "25" are set (in other words, the range corresponding to the coordinate points P for IDs "13" to "25") will be referred to as "the opponent's territory." In this embodiment, multiple types of fields 30 are provided for the matches to be played, and the progression route R is fixed for each field 30 (in other words, it does not change from match to match). However, the progression route R may be determined at predetermined timings before the start of the match (in other words, during the match) or during the match (for example, for each match). For example, the route R may be determined at a predetermined time by AI (Artificial Intelligence), etc.

[0064] When predetermined conditions are met, Tank 32 automatically moves toward the opposing team's home base H without user intervention. As will be explained in more detail later, in this embodiment, an acquisition object 34 related to the acquisition of Tank 32 is placed in the virtual space 30, and Tank 32 is acquired by acquiring Acquisition Object 34. Furthermore, Tank 32 becomes allied with the team that acquires it and automatically moves toward the acquiring team's destination (i.e., the coordinate point of ID "1" or the coordinate point of ID "25"). The team that moves Tank 32 to the destination wins.

[0065] In this embodiment of the game, each user (in other words, player character 31) can attack users of opposing teams. Each player character 31 has a durability value (in other words, hit points), and when attacked and their durability reaches a predetermined value, they become downed. A downed player character 31 disappears from the field 30 for a predetermined time and cannot be moved. After the predetermined time has elapsed, the downed player character 31 is placed back on the field 30 and becomes movable again. In other words, for a predetermined time, the user's actions towards a downed player character 31 are restricted. Specifically, for example, during the predetermined time, the user cannot move the player character 31 on the field 30 or perform actions related to acquiring the tank 32, such as using the acquisition button 44 described later.

[0066] Furthermore, the tank 32 may be an object that the player character 31 can ride on (in other words, an object that automatically moves with the player character 31 while it is on the tank 32), or it may be an object that the player character 31 cannot ride on.

[0067] (Tank behavior) The game progress unit 212 moves the tank 32 along a predetermined route R. The game progress unit 212 also controls the tank 32 so that it does not deviate from the predetermined route R due to external factors. Specifically, for example, if movable objects such as player characters 31 or non-player characters (for example, predetermined monsters that player characters 31 can attack) are present on the route R, the game progress unit 212 moves the tank 32 while moving these objects aside. Some objects may disappear when the tank 32 passes over them (for example, when the tank 32 comes into contact with them) while they are present on the route R. Furthermore, such disappearing objects may be objects that are placed in the virtual space 30 based on a predetermined action of the player character 31 (in other words, user operation).

[0068] Tank 32 has two states: a state in which it is acquired by the player's own team (hereinafter referred to as the "player's own acquired state") and a state in which it is acquired by the opposing team (hereinafter referred to as the "opponent's team acquired state"). Tank 32 may also have states other than the player's own acquired state and the opponent's acquired state.

[0069] The game progress unit 212 moves Tank 32 toward the opposing team's base H2 when the objective is captured by the player's team. When the objective is captured by the opposing team, the game progress unit 212 moves Tank 32 toward the player's base H1. The objective being captured by the player's team can be described as Tank 32 being allied with the player. Conversely, the objective being captured by the opposing team can be described as Tank 32 being hostile to the player.

[0070] Furthermore, the game progression unit 212 changes the movement speed of the tank 32 based on specific conditions. Specifically, the game progression unit 212 basically moves the tank 32 at a predetermined standard speed. In addition, the game progression unit 212 increases the movement speed of the tank 32 when it is moving through a section of the progression route R that has already been traversed. That is, the game progression unit 212 moves the tank 32 at a faster speed for sections of the progression route R that have already been traversed compared to when it is passing through that section for the first time (in other words, at the standard speed). More specifically, the game progression unit 212 increases the movement speed of the tank 32 for sections that are being traversed again, regardless of whether the section was captured by the player's team or the opposing team, or whether the section was captured by the player's team or the opposing team when it is being traversed again. Furthermore, the game progression unit 212 may increase the movement speed of the tank 32 only when passing through a section in either the state where the player's team has acquired the section or the state where the opponent's team has acquired it, or when passing through the section again in either the state where the player's team has acquired the section or when passing through the section again in the state where the opponent's team has acquired it.

[0071] Furthermore, one or more checkpoints G are provided along the route R that obstruct the movement of the tank 32. Specifically, one or more checkpoints G are provided for each team. In this embodiment, any of the coordinate points P are set as checkpoints G. For example, here, the coordinate points P of ID "4" and ID "6" correspond to the checkpoints G of the own team, and the coordinate points P of ID "20" and ID "22" correspond to the checkpoints G of the opposing team.

[0072] The player's own team's checkpoint G functions as a place that obstructs the progress of the opposing team's captured tank 32 (in other words, the movement of tank 32 toward the player's own team's base H1). The game progression unit 212 obstructs the movement of tank 32 when it reaches the player's own team's checkpoint G, which is captured by the opposing team and moving toward the player's own team's base H1. The opposing team's checkpoint G also functions as a place that obstructs the progress of the player's captured tank 32 (in other words, the movement of tank 32 toward the opposing team's base H2). The game progression unit 212 obstructs the movement of tank 32 when it reaches the opposing team's checkpoint G, which is captured by the player's own team and moving toward the opposing team's base H2.

[0073] In this embodiment, the game progress unit 212 temporarily stops the movement of the tank 32 (in other words, for a predetermined period of time (hereinafter also referred to as the "gate stop period")) as an obstruction to the movement of the tank 32 at the checkpoint G. Furthermore, when the tank 32 remains at the checkpoint G for the predetermined period of time, the game progress unit 212 terminates the obstruction to the movement of the tank 32 at the checkpoint G. Specifically, the game progress unit 212 removes (in other words, destroys) the checkpoint G and changes the location where the checkpoint G was located from a state where the movement of the tank 32 is obstructed to a state where it is not obstructed. That is, for example, when the tank 32 reaches the opponent team's checkpoint G, its movement toward the opponent team's home base H2 is stopped, and after the checkpoint stop period has elapsed, the movement of the tank 32 toward the opponent team's home base H2 is resumed. Furthermore, at points where a checkpoint G is set, once the checkpoint G is removed (in other words, once passed through), the movement of the tank 32 will not be obstructed when passing through that point again (in other words, it will be able to pass through without obstruction). Note that the checkpoint G does not have to obstruct the movement of the tank 32 by stopping its movement; for example, it may obstruct its movement by reducing the movement speed of the tank 32.

[0074] The game progress unit 212 may, for example, update the gate parameter as a parameter related to the time until the gate is removed (in other words, the time until the gate is breached) while the tank 32 is at gate G, and when the gate parameter reaches a predetermined value, remove gate G and resume the tank's movement. In other words, the game progress unit 212 may measure the time the tank 32 is stopped at the gate using the gate parameter. For example, at the time of arrival at the gate, the gate parameter is initially set to a value equivalent to the time required until the gate is removed (in other words, until the gate is breached) (in other words, a value indicating the remaining time until removal), and the game progress unit 212 may decrease the gate parameter while the tank 32 is at gate G, and when it reaches a predetermined value (for example, "0"), remove gate G, considering that the gate suspension period has elapsed. Furthermore, the gate parameter may be initially set to "0" upon arrival at the gate, and the game progress unit 212 may increase the gate parameter while the tank 32 remains at gate G, and when it reaches a predetermined value, the gate stop period may be considered to have elapsed and gate G may be removed. The gate parameter is stored in, for example, the memory unit 220.

[0075] In this embodiment, the gate G may also obstruct the progress of the opposing team's player character 31. Specifically, the gate G of one team may be designed so that the player character 31 of that team can pass through, but the player character 31 of the other team cannot, until the gate G is removed.

[0076] An example of the display related to the checkpoint G is shown in Figure 5. The game progress unit 212 causes the display unit 18 to display that an object related to the checkpoint G (hereinafter referred to as "checkpoint object 36") has been placed at the coordinate point of the checkpoint G. Specifically, the display control unit 114, based on instructions from the game progress unit 212, displays the checkpoint object 36 on the display unit 18 when the player character 31 is at the location of the checkpoint G. The checkpoint object 36 may look like, for example, a fence, gate, or wall (including so-called barriers, etc.). Furthermore, the game progress unit 212 causes the display unit 18 to display that the checkpoint object 36 related to the checkpoint G has been destroyed when the tank 32 remains at the checkpoint G for a predetermined period of time. Specifically, when the checkpoint G is removed, the display control unit 114, based on instructions from the game progress unit 212, displays on the display unit 18 that the tank 32 has fired upon the checkpoint object 36 and destroyed it.

[0077] Furthermore, the game progress unit 212 displays a gate gauge 38 on the display unit 18 as a UI indicating the time until gate G is removed (in other words, the time until gate G is breached). The gate gauge 38 can also be said to be a display corresponding to the gate parameters. In other words, the gate gauge 38 may be updated, for example, according to the value of the gate parameters. The gate gauge 38 may also be displayed, for example, in the vicinity of the gate object 36. Here, "nearby" includes cases where they are displayed on top of each other. The gate gauge 38 only needs to indicate (or suggest) the time until the gate is removed, and may, for example, indicate the time until preparations for the tank 32 to fire at the gate object 36 are complete, or indicate the durability value of the gate object 36. In addition, the game progress unit 212 may display a count value or the like indicating the time until the gate is removed on the display unit 18 instead of, or in addition to, the gate gauge 38.

[0078] The game progress unit 212 updates the gate gauge 38 while the tank 32 remains at the gate. When the gate gauge 38 reaches a predetermined amount, the game progress unit 212 displays an indication that the gate object 36 has been destroyed and removes the gate. For example, in the initial state, the gate gauge 38 is full (in other words, 100%), and the game progress unit 212 may gradually decrease the gate gauge 38 while the tank 32 remains at gate G, and remove the gate when the gate gauge 38 becomes empty (in other words, 0%). Alternatively, in the initial state, the gate gauge 38 is empty (in other words, 0%), and the game progress unit 212 may gradually increase the gate gauge 38 while the tank 32 remains at gate G, and remove the gate when the gate gauge 38 becomes full (in other words, 100%).

[0079] Tank 32 has a predetermined parameter called durability (in other words, hit points). When Tank 32 is acquired, its durability is set to a specific value. When one team acquires Tank 32, the other team (specifically, the other team's player character 31) can attack Tank 32. The game progress unit 212 reduces Tank 32's durability in response to attacks inflicted on it. When the durability reaches a predetermined value (for example, "0"), the game progress unit 212 changes Tank 32's state to one where neither team has acquired it.

[0080] In this embodiment, when one team acquires the tank, that team (specifically, the player character 31 of that team) is prevented from attacking the tank 32. In other words, the game progression unit 212 disables any attacks on the tank 32 by the player character 31 of the team that has acquired the tank 32.

[0081] Furthermore, as shown in Figure 4, the game progress unit 212 displays a durability gauge 40 on the display unit 18 as an indicator of the tank's durability. The durability gauge 40 is displayed, for example, near the tank 32. The game progress unit 212 updates the durability gauge 40 according to the remaining durability.

[0082] The game progression unit 212 transitions the state of the tank 32 between several states, as shown in Figure 7. The states of the tank 32 include a state where the player's team has captured the tank, a state where the opposing team has captured the tank, and a state where the tank has been destroyed. Furthermore, each of the states where the player's team has captured the tank and the opposing team has captured the tank includes a state where the tank is moving, a state where the tank is stopped at a checkpoint, a state where the tank is being fired, and a state where the tank is no longer taking damage. In other words, the states of the tank 32 include a state where the tank is moving, a state where the tank is stopped at a checkpoint, a state where the tank is being fired, and a state where the tank is no longer taking damage, and each of these states has two variations: a state where the player's team has captured the tank and a state where the tank is no longer taking damage.

[0083] The movement state is set when either the player's team or the opposing team acquires Tank 32. When either team acquires Tank 32, the game progress unit 212 sets Tank 32 to the movement state. In the movement state, the game progress unit 212 automatically moves Tank 32 toward a predetermined destination. Specifically, if the player's team acquires Tank 32, the game progress unit 212 sets Tank 32 to the movement state (acquired by the player's team) and moves it toward the opposing team's home base H2 along the movement route R. If the opposing team acquires Tank 32, the game progress unit 212 sets Tank 32 to the movement state (acquired by the opposing team) and moves it toward the player's home base H1 along the movement route R.

[0084] The checkpoint stop state is a state that is entered when a tank 32 acquired by one team arrives at the checkpoint of the other team. When a tank 32 that is in the moving state arrives at a checkpoint, the game progress unit 212 sets the state of the tank 32 to the checkpoint stop state. In addition, the game progress unit 212 temporarily stops the movement of the tank 32 toward a predetermined destination when it is in the checkpoint stop state. Specifically, when a tank 32 that is in the moving state acquired by the own team arrives at the opponent team's checkpoint (in other words, coordinate point P of ID "20" or coordinate point P of ID "22"), the state of the tank 32 is changed to the checkpoint stop state acquired by the own team, and the movement of the tank 32 is temporarily stopped. Also, when a tank 32 that is in the moving state acquired by the opponent team arrives at the own team's checkpoint (in other words, coordinate point P of ID "6" or coordinate point P of ID "4"), the state of the tank 32 is changed to the checkpoint stop state acquired by the opponent team, and the movement of the tank 32 is temporarily stopped. Furthermore, when the gate stop period has elapsed while the gate is stopped, the game progress unit 212 changes the state of the tank 32 to the firing state. If the tank 32 (in other words, the acquisition object 34) is acquired at the gate location, it may be set to the gate stop state at the time of acquisition without going through the movement state.

[0085] The bombardment state is entered when a tank 32 held by one team remains at the other team's checkpoint for a predetermined period of time. In the bombardment state, the game progress unit 212 displays on the display unit 18 that the tank 32 is firing at the checkpoint object 36 of the checkpoint where it is staying, and that the checkpoint object 36 has been destroyed. The game progress unit 212 also removes the checkpoint. Once the bombardment is carried out at the checkpoint object 36 and the checkpoint is removed, the game progress unit 212 returns the tank 32 to the moving state and resumes moving towards the predetermined destination.

[0086] Furthermore, the acquisition status of your team and the acquisition status of the opposing team will not be removed until the objective is destroyed or the match ends, and the objective will repeatedly transition between movement, gate stop, and artillery fire states.

[0087] The damage-stopped state is entered when the durability of a tank 32 acquired by one team decreases by a predetermined amount (e.g., 50%) from its state at the time of acquisition due to an attack by the other team, reaching a first predetermined value. When the durability of the tank 32 reaches the first predetermined value, the game progress unit 212 sets the state of the tank 32 to the damage-stopped state. The game progress unit 212 also temporarily stops the movement of the tank 32 toward a predetermined destination (e.g., for a few seconds) while in the damage-stopped state. Furthermore, if the tank is attacked while staying at a checkpoint and enters the damage-stopped state, the game progress unit 212 stops updating the checkpoint gauge 38 (in other words, updating the checkpoint parameters). After a predetermined period has elapsed in the damage-stopped state, the game progress unit 212 returns the state of the tank 32 to the state before transitioning to the damage-stopped state (e.g., moving state or checkpoint stopped state). That is, when transitioning from the moving state to the damage-stopped state, the tank returns to the moving state after a predetermined period has elapsed, and movement toward the predetermined destination resumes. Furthermore, when transitioning from a barrier-stopped state to a damage-stopped state, the barrier will return to the barrier-stopped state after a predetermined period, and the updating of the barrier gauge 38 (in other words, the barrier parameter) will resume. At this time, the updating of the barrier gauge 38 (in other words, the barrier parameter) may continue from where it left off before transitioning to the damage-stopped state, or it may start over from the beginning.

[0088] Furthermore, the game progression unit 212 may set the damage stop state each time the durability decreases by a predetermined percentage from the durability value at the time of acquisition. In other words, multiple values ​​may be set as the first predetermined value.

[0089] Furthermore, as illustrated in Figure 4, the durability gauge 40 displayed on the display unit 18 may be shown an indicator indicating the point at which damage stops (in other words, an indicator showing a first predetermined value). Specifically, for example, a dividing line 41 may be displayed at the location corresponding to the first predetermined value in the durability gauge 40. Figure 4 shows an example of the display of the dividing line 41 when the first predetermined value is set to 50% of the acquired durability value.

[0090] The destroyed state is a state that is entered when the durability value of Tank 32, which is held by one team, decreases by a predetermined amount from its state at the time of acquisition due to an attack by the other team and reaches a second predetermined value (for example, "0"). The destroyed state can also be described as a state in which Tank 32 is destroyed and unable to move. When Tank 32's durability value reaches the second predetermined value, the game progress unit 212 sets Tank 32's state to the destroyed state. Furthermore, when Tank 32's state becomes the destroyed state, the game progress unit 212 stops Tank 32 from moving. In other words, when Tank 32's durability value reaches the second predetermined value, the game progress unit 212 makes Tank 32 immobile. Also, when Tank 32's state becomes the destroyed state, the game progress unit 212 cancels the state in which one team held Tank 32 and changes the state of the tank to one in which neither team has acquired it.

[0091] Furthermore, in this embodiment, the destroyed tank 32 functions as an acquisition object 34 for acquiring the tank 32. That is, the destruction of the tank 32 by an attack from an opposing team can be said to mean that the destroyed tank 32 appears (is placed) as an acquisition object 34 in the virtual space 30 (for example, at the location where the tank 32 was destroyed). The destroyed tank 32 may appear as a destroyed state on the display unit 18, or it may appear indistinguishable from a moving state or a checkpoint stop state on the display unit 18. Also, the acquisition object 34 does not have to be in the shape of a tank 32. For example, the acquisition object 34 may be an object in the shape of a jewel or a medal. Even if it is an object that looks completely different from the tank 32, the acquisition object 34 is still an object corresponding to the tank 32, and the acquisition object 34 can be said to be a tank 32 in an immobile state (in other words, a destroyed state, or in other words, a stopped state) (in other words, a moving object that moves along the route R).

[0092] In this embodiment, the acquisition object 34 is placed at the location where the tank 32 was destroyed. When either team acquires the acquisition object 34, the game progress unit 212 places the tank 32, in the state acquired by the team that acquired the acquisition object 34, at the location where the acquisition object 34 was placed. It should be noted that when either team acquires the destroyed tank 32, and the tank 32 becomes acquired by either team, this can also be described as the appearance of a tank 32 that can be moved in the virtual space 30 (for example, at the location where the acquisition object 34 was placed). In other words, when your team acquires the acquisition object 34, the game progress unit 212 places the tank 32, in the state acquired by your team, at the location where the acquisition object 34 was placed, and when the opposing team acquires the acquisition object 34, the game progress unit 212 places the tank 32, in the state acquired by the opposing team, at the location where the acquisition object 34 was placed.

[0093] Furthermore, the tank 32 that appears upon acquisition of the acquisition object 34 may appear at a different location than where the acquisition object 34 was originally located. Also, when one tank 32 is destroyed, there may be more than one acquisition object 34 placed in the virtual space 30. That is, for example, when one tank 32 is destroyed, parts (or gems, etc.) of that tank 32 may scatter as multiple acquisition objects 34, and the tank 32 may be acquired by acquiring (in other words, collecting) the multiple acquisition objects 34 scattered in the virtual space 30.

[0094] Furthermore, the game progress unit 212 activates an effect advantageous to the user based on the user rendering the tank 32 immobile through an attack. This advantageous effect may be an effect granted to the user alone, or an effect granted to one or more users (e.g., all) belonging to the user's team. Alternatively, this advantageous effect may be an effect granted to one or more users (e.g., all) belonging to a team different from the user's team. In other words, this advantageous effect may be an effect granted to users other than the user, or an effect granted to the team, etc., as long as it works to the user's advantage. This advantageous effect may, for example, strengthen (in other words, buff) the player character 31 of the user's team. Specifically, the game progress unit 212 may restore the durability (in other words, hit points) of the player character 31 of the user's team, or predetermined parameters such as parameters required to activate predetermined actions (e.g., special skills such as ultimate moves). In other words, the beneficial effect may relate to the activation of a special skill, for example, it may restore the parameters required to activate the skill, shorten the time between skill activations until the skill can be activated again, or change the state to one where the skill can be activated.Furthermore, the game progression unit 212 may change (for example, increase or decrease) the attack power, defense power, durability (in other words, hit points), evasion rate against enemy attacks, movement speed, recovery power (for example, the time required to recover from damage received from enemies, in other words, the amount of recovery per unit time), the distance at which attacks can reach enemies (in other words, range), the speed of predetermined actions (for example, attack speed, or the speed of acquiring predetermined objects, etc.), the waiting time for predetermined actions (for example, the waiting time from when a predetermined action (for example, a special skill such as a special move) is performed until that predetermined action can be performed again, or the stun time before or after performing a predetermined action, etc.), or the time from when the player character 31 is downed until it is revived, etc., in a direction that is advantageous to the user (for example, increase or decrease). Note that an increase in the speed of acquiring predetermined objects includes, for example, when the user's team acquires a tank 32, the update speed of the acquisition status parameter described later increases. Furthermore, the beneficial effect may, for example, weaken (in other words, debuff) a player character 31 from a team different from the user's team. That is, the game progression unit 212 may, for example, grant a player character 31 from a team different from the user's team an effect opposite to the effect that strengthens the player character 31 as exemplified here. Also, the target to which the beneficial effect is granted may be, for example, a player character 31 that is within a predetermined range of the tank 32 when the tank 32 becomes immobile.

[0095] (Tank acquisition) Next, we will explain in detail how to acquire tank 32.

[0096] As mentioned above, the tank 32 can be acquired by acquiring the acquisition object 34. When the match (in other words, the game) starts, the acquisition object 34 is placed in the center of the tank 32's movement route R (i.e., coordinate point P of ID "13"). Specifically, the game progress unit 212 places the acquisition object 34 in the center of the movement route R after a predetermined time (for example, 30 seconds) has elapsed since the start of the match. In other words, in the game of this embodiment, the acquisition object 34 does not exist on the virtual space 30 (in other words, the field) until a predetermined time has elapsed since the start of the match, and therefore the tank 32 cannot be acquired. Alternatively, the acquisition object 34 may be placed on the virtual space 30 from the start of the match, so that the tank 32 can be acquired from the start.

[0097] The acquisition object 34 can be acquired when the player character 31 is in close proximity to the acquisition object 34 (in other words, within a predetermined range from the acquisition object 34) and the user of the player character 31 performs a predetermined input operation. For example, as shown in Figure 6, the display control unit 114 displays an acquisition button 44 on the display unit 18 as a button for acquiring the acquisition object 34. Operations on the acquisition button 44 are accepted only when the player character 31 is within a predetermined range from the acquisition object 34. The acquisition button 44 may be displayed only when the player character 31 is in close proximity to the acquisition object 34, thereby ensuring that operations on the acquisition button 44 are accepted only when the player character 31 is within a predetermined range from the acquisition object 34. The game progress unit 212 grants the acquisition object 34 to the user (in other words, the user's team) based on the user's operation on the acquisition button 44 (for example, a tap operation).

[0098] Specifically, the game progress unit 212 grants the acquisition object 34 to the team of the user who performed the acquisition button 44 after a predetermined period (hereinafter also referred to as the "acquisition waiting period") has elapsed since the acquisition button 44 was pressed. The game progress unit 212 updates the acquisition status parameter, which is a parameter related to the time until acquisition, based on the fact that the acquisition button 44 has been pressed, and grants the acquisition object 34 when the acquisition status parameter reaches a predetermined value. In this embodiment, two types of acquisition status parameters are provided: an acquisition status parameter related to the acquisition waiting period for the user's own team and an acquisition status parameter related to the acquisition waiting period for the opposing team. The acquisition status parameter is set to an initial value when the acquisition object 34 is placed in the virtual space 30, and when a user performs an operation on the acquisition button 44, the game progress unit 212 starts updating the acquisition status parameter for that user's team, and when the acquisition status parameter reaches a predetermined value, it determines that the user's team has acquired the acquisition object 34 and grants the tank 32 to that user's team. Specifically, for example, the initial value of the acquisition status parameter may be set to "0", and the game progress unit 212 may increase the acquisition status parameter based on the operation of the acquisition button 44, and when it reaches a predetermined value, a tank 32 may be awarded. Alternatively, for example, the initial value of the acquisition status parameter may be set to a value corresponding to the time required to acquire the item, and the game progress unit 212 may decrease the acquisition status parameter based on the operation of the acquisition button 44, and when it reaches a predetermined value (for example, "0"), a tank 32 may be awarded. The acquisition status parameter is stored in, for example, the storage unit 220.

[0099] Note that the acquisition of acquisition object 34 and the acquisition of tank 32 do not necessarily have to be separate internally. In other words, for example, the process of assigning tank 32 to team 1 may also serve as the process of assigning acquisition object 34.

[0100] Figure 6 shows an example of a display related to the acquisition of Tank 32. When Tank 32 is destroyed, the game progress unit 212 displays on the display unit 18 that an acquisition object 34 has been placed at the location where Tank 32 was destroyed. The game progress unit 212 also displays an acquisition status gauge 46 on the display unit 18 as an indicator of the time until acquisition of the acquisition object 34 (in other words, the time until acquisition of Tank 32). The acquisition status gauge 46 can also be said to be a display corresponding to the acquisition status parameter. In other words, the acquisition status gauge 46 may be updated according to the value of the acquisition status parameter. The acquisition status gauge 46 may be displayed, for example, near the acquisition object 34. The acquisition status gauge 46 may also be displayed in a predetermined area, for example, at the edge of the screen (for example, the top). Furthermore, the acquisition status gauge 46 may be displayed on the display unit 18 even when the player character 31 is at a location far from the acquisition object 34 (in other words, when the acquisition object 34 is not visible on the display unit 18). The acquisition status gauge 46 only needs to indicate (or suggest) the time remaining until the acquisition object 34 (in other words, the tank 32) is acquired. For example, it may indicate the repair status of a destroyed tank 32, or the time remaining until the player character 31 can perform a predetermined action (for example, an action to repair a destroyed tank 32). The game progress unit 212 may also display a count value indicating the time remaining until the acquisition object 34 is acquired on the display unit 18 instead of, or in addition to, the acquisition status gauge 46.

[0101] In this embodiment, the game progress unit 212 displays two acquisition status gauges on the display unit 18: an acquisition status gauge 46 corresponding to the acquisition status parameters for the user's own team and an acquisition status gauge 46 corresponding to the acquisition status parameters for the opposing team. The game progress unit 212 updates the acquisition status gauge 46 for the user's team based on the user's operation of the acquisition button 44. When the acquisition status gauge 46 reaches a predetermined amount, the game progress unit 212 displays on the display unit 18 that the team whose acquisition status gauge 46 has reached the predetermined amount has acquired the acquisition object 34 and acquired the tank 32. For example, in the initial state, the acquisition status gauge 46 is empty (in other words, 0%), and the game progress unit 212 gradually increases the acquisition status gauge 46 for the user's team based on the user's operation of the acquisition button 44, and when the acquisition status gauge 46 is full (in other words, 100%), the state of the tank 32 may be set to the state in which the user's team has acquired it. Furthermore, for example, in the initial state, the acquisition status gauge 46 is full (in other words, 100%), and the game progress unit 212 gradually decreases the acquisition status gauge 46 for the user's team based on the user's operation of the acquisition button 44, and when the acquisition status gauge 46 becomes empty (in other words, 0%), the state of the tank 32 may be set to the state in which the user's team has acquired the item.

[0102] Furthermore, in the process of assigning an acquisition object 34 (in other words, a tank 32) based on the user's operation of the acquisition button 44, the game progress unit 212 changes the time required for acquisition (in other words, the time until assignment) depending on whether or not there is cooperation from teammates belonging to the user. Specifically, the game progress unit 212 controls the time required for acquisition to decrease as the number of cooperating teammates increases. More specifically, for a user belonging to a team, the rate at which the acquisition status parameter changes (in other words, the rate at which the acquisition status gauge 46 changes) increases as the number of users who have operated the acquisition button 44 increases. That is, in this embodiment, even after one user belonging to a team has operated the acquisition button 44 on their terminal device 10 and the update of the acquisition status parameter has started (in other words, while the update is in progress), other users belonging to the same team can operate the acquisition button 44 on their terminal devices 10, and the more people who have operated the acquisition button 44, the shorter the time until acquisition becomes. In this embodiment, it takes approximately 5 seconds for one user to acquire the acquisition object 34, approximately 3 seconds for two users to acquire the acquisition object 34, and approximately 1 second for three users to acquire the acquisition object 34.

[0103] Furthermore, in this embodiment, even after a user belonging to one team operates the acquisition button 44 on their terminal device 10 and the acquisition status parameter update begins, other users belonging to the other team can operate the acquisition button 44 on their terminal device 10. The game progress unit 212 starts updating the acquisition status parameter of one team (in other words, increasing or decreasing the acquisition status gauge 46) based on the operation of the acquisition button 44 by the user belonging to one team. Also, if an operation is made on the acquisition button 44 by a user belonging to the other team while the acquisition status parameter of one team is being updated, the game progress unit 212 continues updating the acquisition status parameter of one team and starts updating the acquisition status parameter of the other team (in other words, increasing or decreasing the acquisition status gauge 46). That is, in this embodiment, the measurement of the acquisition waiting period for one team (in other words, updating the acquisition status parameter) and the measurement of the acquisition waiting period for the other team (in other words, updating the acquisition status parameter) can be performed simultaneously. Then, the game progress unit 212 assigns the acquisition object 34 (in other words, the tank 32) to the team whose acquisition waiting period has elapsed first (in other words, whose acquisition status parameter has reached a predetermined value).

[0104] Furthermore, while a user is performing an action on the acquisition button 44 and waiting for the acquisition waiting period to elapse, the user's player character 31 cannot move, nor can the user's player character 31 attack the opponent. In other words, while waiting for the acquisition waiting period to elapse, the actions of the player character 31 are restricted, and the player character 31 is in a defenseless state. Also, while the first user belonging to one team is performing an action on the acquisition button 44 and waiting for the acquisition waiting period to elapse, the second user belonging to the other team can have their own player character 31 attack the first user's player character 31. In addition, the first user's player character 31 will change its position in the virtual space 30 in response to the attack (in other words, be knocked back). In other words, while waiting for the acquisition waiting period to elapse, the second user can perform an action that can change the position of the first user's player character 31. Furthermore, if the position of the first user's player character 31 changes and it moves beyond a predetermined distance from the acquisition object 34 (in other words, if it moves outside a predetermined range from the acquisition object 34), the measurement of the acquisition waiting period based on the first user's operation stops. That is, for example, if only the first user is operating the acquisition button 44 for the team to which the first user belongs, the update of the acquisition status parameter for that team stops when the first user's player character 31 moves beyond a predetermined distance from the acquisition object 34. Also, for example, if multiple users, including the first user, are operating the acquisition button 44 for the team to which the first user belongs, the update of the acquisition status parameter for that team will be delayed by the amount by which the first user's cooperation has ceased when the first user's player character 31 moves beyond a predetermined distance from the acquisition object 34.

[0105] In this embodiment, when an operation is performed on the acquisition button 44, the game progress unit 212 automatically starts measuring the acquisition waiting period. That is, when the user performs an operation on the acquisition button 44 (for example, a tap), the acquisition status parameter is automatically updated even after the user has released their hand from the acquisition button 44. However, the acquisition status parameter may be updated only while an operation is being performed on the acquisition button 44 (for example, while holding it down).

[0106] Furthermore, the game progress unit 212 may shorten the time required to acquire the acquisition object 34 based on specific input operations by the user. Specifically, the game progress unit 212 may update the acquisition status parameter (in other words, the acquisition status gauge 46) at a speed corresponding to the user's rapid pressing of the acquisition button 44. In other words, the rate at which the acquisition status parameter changes may increase due to the user's rapid pressing. With such a configuration, the user can be given the impression that they are actively involved in acquiring the tank 32, thereby improving the enjoyment of the game. In addition, in a configuration where the acquisition status parameters for multiple teams can be updated simultaneously, a game element can be added in which multiple teams rapidly press buttons against each other to win the tank 32.

[0107] Furthermore, the other team may be able to interfere with the updating of the acquisition status parameter (in other words, the acquisition status gauge 46) for one team. Specifically, for example, the game progress unit 212 may stop updating the acquisition status parameter, reduce the update speed, or change the value of the acquisition status parameter in a way that increases the time until acquisition, based on a specific input operation by a user of the other team. Specifically, for example, after a user belonging to one team performs an operation on the acquisition button 44 on their terminal device 10 and the update of the acquisition status parameter begins, another user belonging to the other team may repeatedly press a predetermined button on their terminal device 10, thereby stopping the updating of the acquisition status parameter for that team, reducing the update speed, or changing the value of the acquisition status parameter in a way that increases the time until the tank 32 is acquired. More specifically, for example, if the other team has a faster button-pressing speed (in other words, more operations) than the other team, the game progress unit 212 may stop updating the acquisition status parameter for that team, reduce the update speed, or change the value of the acquisition status parameter in a way that increases the time until acquisition. Also, for example, if the other team has more people participating in acquiring the acquisition object 34 (in other words, more users operating the acquisition button 44) than the other team, the game progress unit 212 may stop updating the acquisition status parameter for that team, reduce the update speed, or change the value of the acquisition status parameter in a way that increases the time until acquisition. In a configuration that allows interference with the update of the acquisition status parameter for other teams, the acquisition status parameter may not be separated by team but unified into a single parameter. For example, the initial value of the acquisition status parameter could be set to an intermediate value between the lower limit and the upper limit, and the system could be configured such that when the acquisition status parameter reaches the lower limit, one team acquires tank 32, and when it reaches the upper limit, the other team acquires tank 32, and the teams compete to increase or decrease the waiting parameter.

[0108] Note that there may be only one acquisition status gauge 46 displayed on the display unit 18. For example, in a configuration where multiple teams unify an acquisition status parameter into one and compete to increase or decrease the acquisition status parameter, the game progress unit 212 may display an acquisition status gauge 46 corresponding to that acquisition status parameter on the display unit 18. Specifically, for example, in the initial state, the game progress unit 212 may display an acquisition status gauge 46 on the display unit 18 that is in a balanced state (in other words, 50%), and moves toward one side (for example, 0%) based on the operation of the acquisition button 44 by a user of one team, and moves toward the other side (for example, 100%) based on the operation of the acquisition button 44 by a user of the other team. Such an acquisition status gauge 46 may be controlled by increasing or decreasing the gauge (for example, in the direction of increase or decrease) so that, for example, a team with a fast tapping speed (in other words, a team with many operations) or a team with many people participating in the acquisition can acquire the tank 32 (in other words, so that other teams can prevent the acquisition of the tank 32 as described above). Alternatively, for example, when a user belonging to one team operates the acquisition button 44 on that user's terminal device 10, and that team is attempting to acquire the acquisition object 34, the system may be configured so that other users belonging to the other team cannot operate the acquisition button 44 on their terminal device 10 (for example, a configuration where they cannot operate the acquisition button 44 until they have blocked the acquisition), and the acquisition status gauge 46 related to that acquisition may be displayed on the display unit 18.

[0109] The game progress unit 212 may activate an effect advantageous to the user based on the user's acquisition of the acquisition object 34 (in other words, the tank 32) (in other words, the state of the tank 32, which was immobile, being changed to a state where it can move toward the destination). The advantageous effect activated here may be any of the aforementioned effects, which are examples of advantageous effects that may be activated based on the user making the tank 32 immobile. Furthermore, the advantageous effect activated here may be an effect granted to the user alone, or an effect granted to one or more users (for example, all) belonging to the user's team. Furthermore, the advantageous effect may be an effect granted to one or more users (for example, all) belonging to a team different from the user's team. In other words, the advantageous effect may be an effect granted to users other than the user, or an effect granted to the team, etc., as long as it works to the user's advantage. Furthermore, the target to whom this advantageous effect is granted may be, for example, a player character 31 that is within a predetermined range of the acquisition object 34 when the acquisition object is acquired.

[0110] (Determination of win / loss) Next, the determination of the winner and loser of a match will be explained in detail. As mentioned above, in this embodiment, the winner and loser of the game are determined according to the degree to which the destination is reached. In addition, a match time (for example, 7 minutes) is set for each match, and the game progress unit 212 ends the match based on the elapsed time.

[0111] First, if either team moves Tank 32 to its destination (i.e., the opposing team's home base H), the game progress unit 212 ends the match regardless of the remaining time and determines that the team that moved Tank 32 to its destination has won.

[0112] Furthermore, if the match ends before either team can move Tank 32 to the destination, the game progress unit 212 determines that the team with the higher match score at the end of the match is the winner. The match score is determined based on the degree to which the destination is reached. Specifically, the match score is determined by the degree to which Tank 32 has been moved toward the destination from the center of Tank 32's route R (i.e., point "13") (in other words, the distance). For example, "match score = degree of progress" may be used. Here, the degree of progress when Tank 32 is in the center (in other words, when Tank 32 has not been moved toward the destination beyond the center of route R) is set to "0", the degree of progress when the destination has been reached is set to "100", and the degree of progress approaches "100" from "0" as the distance from the center of route R approaches the destination. Note that the degree of progress indicates the point closest to the destination during the match. In other words, the match score will be higher for teams that get closer to the destination during the match.

[0113] Furthermore, if neither team is able to move Tank 32 to its destination before the match ends, and the score is tied at the end of the match, the winner will be determined according to the following three conditions.

[0114] First, if the score for both teams is "0", the game management unit 212 determines that it is a draw.

[0115] Furthermore, if the match score is tied and not "0", the game progress unit 212 determines that the player who has advanced the checkpoint parameter (in other words, the checkpoint gauge 38) more (specifically, the player who is closer to breaking through the checkpoint) is the winner.

[0116] Furthermore, if the match score is tied and not "0", and the progress of the checkpoint parameters (in other words, the checkpoint gauge 38) is also equal (including cases where neither team has reached the first checkpoint, or where both teams have cleared the same number of checkpoints but have not reached the next checkpoint), the game progress unit 212 determines that the team that reached that match score first is the winner.

[0117] Furthermore, in the game of this embodiment, the game progression unit 212 basically ends the match as soon as the match time elapses, but if predetermined conditions are met, it will continue the match without ending it.

[0118] Specifically, the game progress unit 212 will continue the match and enter overtime if, at the end of the match time, the losing side has advanced the tank 32. In other words, if, at the end of the match time, the team with the lower match score has acquired the tank 32, the game progress unit 212 will continue the match and enter overtime. Then, in overtime, if the losing side's (in other words, the team that acquired the tank 32) match score exceeds the opponent's match score, the game progress unit 212 will end the match.

[0119] Furthermore, the game progress unit 212 terminates the match if the tank 32 stops moving during overtime (in other words, the state in which the match is continuing). That is, during overtime, if the tank 32 held by the losing side is destroyed and enters a destroyed state, the game progress unit 212 terminates the match. In other words, the game progress unit 212 terminates the match if the state in which the tank 32 is acquired by the losing side is undone.

[0120] Furthermore, whether or not the game goes into overtime may be determined depending on the type of player character 31 the user is using. That is, for example, in the game of this embodiment, if each user can select the player character 31 they will use in battle from among several types of characters (for example, several types of characters with different abilities), then it may be possible to go into overtime when a certain user uses a specific type of character. Specifically, for example, if there is a character among the several types of characters that has a characteristic (for example, a passive skill) that enables going into overtime, then it may be possible to go into overtime when a user is using a character with that characteristic. Furthermore, for a user using a character with that characteristic, it may be possible to go into overtime when certain conditions are met (for example, when the user is on the losing side).

[0121] Furthermore, whether or not to proceed to overtime may be determined randomly. That is, for example, when the match time has elapsed, the game progress unit 212 may conduct a lottery to determine whether or not to proceed to overtime, and decide to proceed to overtime. This lottery may be performed when certain conditions are met (for example, when the losing side is advancing the tank 32, or when a certain user is using a specific type of character).

[0122] Furthermore, for example, users may be able to set whether or not to have overtime before the start of a match, and the decision on whether or not to go into overtime may be made based on that setting. That is, for example, in a match in which a user who has set overtime to "none" is participating, overtime may not occur at all. Alternatively, for example, the decision on whether or not to go into overtime may be made based on the number of users among the participating users who have set overtime to "none," or the number of users who have set overtime to "yes," etc.

[0123] Furthermore, in overtime, the game management unit 212 may activate an effect that is advantageous to the losing side. Such an advantageous effect may, for example, strengthen (in other words, buff) the losing side's player character 31. Alternatively, such an advantageous effect may, for example, weaken (in other words, debuff) the winning side's player character 31. Alternatively, such an advantageous effect may, for example, change the behavior of the tank 32 (for example, increase its movement speed). Alternatively, such an advantageous effect may, for example, make it easier to pass through checkpoints (for example, by increasing the speed at which the checkpoint parameter (in other words, checkpoint gauge 38) progresses, thereby shortening the time until the checkpoint is removed).

[0124] (User interface) In this embodiment, various UI elements to assist the user are displayed on the display unit 18.

[0125] As shown in Figure 4, the game progress unit 212 displays an icon (hereinafter referred to as "tank icon 50") as a UI indicating the position of the tank 32 on the display unit 18 during a match. Specifically, the game progress unit 212 displays a tank icon 50 indicating the position of the tank 32 for tanks that are either captured by the player's team or captured by the opposing team.

[0126] The tank icon 50 is displayed near the tank 32 (for example, superimposed on the tank 32) when the tank 32 is displayed on the screen. The tank icon 50 is also displayed when the tank 32 is not displayed on the screen, informing the user of the tank 32's location (for example, direction). Specifically, for example, as shown in Figure 8(a), if there is an obstacle 52 between the virtual camera and the tank 32 and the tank 32 is not visible (for example, if the tank 32 is hidden by a building or terrain), the game progress unit 212 displays the tank icon 50 in front of the obstacle 52 (and in the direction where the tank 32 is located), thereby informing the user of the direction of the tank 32. Also, for example, as shown in Figure 8(b), if the tank 32 is located outside the field of view of the virtual camera (in other words, in a direction different from the direction the virtual camera is facing, or further in other words, outside the screen), the tank icon 50 is displayed at the edge of the screen on the side corresponding to the direction where the tank 32 is located, thereby informing the user of the direction of the tank 32.

[0127] Furthermore, as shown in Figure 6, the game progress unit 212 displays an icon (hereinafter referred to as "acquisition target icon 56") as a UI indicating the location of the acquisition object 34 on the display unit 18 during a match.

[0128] The target icon 56, like the tank icon 50, is displayed near the target object 34 (for example, superimposed on the target object 34) when the target object 34 is displayed on the screen. Also, like the tank icon 50, the target icon 56 is displayed even when the target object 34 is not displayed on the screen, informing the user of the position (for example, direction) of the target object 34.

[0129] Furthermore, as shown in Figure 4, the game progress unit 212 displays a target display 58 on the display unit 18 as a UI indicating the objective to be achieved, near the tank 32 (for example, superimposed on the tank 32) during a match. The target display 58 can also be described as a display that indicates (including suggesting) the action to be taken with respect to the tank 32. In this embodiment, the target display 58 is a text display. Specifically, for example, the game progress unit 212 displays a target display 58 with the text "Destroy" for a tank 32 that has been captured by the opposing team, informing the user of the objective. The target display 58 moves on the screen in accordance with the movement of the tank 32, similar to the tank icon 50.

[0130] Furthermore, as shown in Figure 6, the game progress unit 212 displays a target display 60, which serves as a UI indicating the objective to be achieved, near the acquisition object 34 during a match (for example, superimposed on the acquisition object 34). The target display 60 can also be described as a display that indicates (including suggesting) the action to be taken with respect to the acquisition object 34. In this embodiment, the target display 60 is a text display. Specifically, for example, the game progress unit 212 displays a target display 60 with the text "Repair" for the acquisition object 34 to inform the user of the objective. In this embodiment, the acquisition object 34 (in other words, the tank 32) can be acquired by repairing the broken tank, which is the acquisition object 34. Therefore, acquiring the acquisition object 34 (in other words, the tank 32) means repairing the acquisition object 34 (in other words, the tank 32).

[0131] These target indicators 58 and 60 may not be displayed when, for example, the tank 32 or acquisition object 34 is not displayed on the screen, or they may be displayed even when the tank 32 or acquisition object 34 is not displayed on the screen, similar to the tank icon 50 and the acquisition target icon 56.

[0132] Furthermore, as shown in Figure 4, the game progress unit 212 displays a destination position indicator 66 in a predetermined area of ​​the screen (for example, the top) during a match, which serves as a UI indicating where the tank 32 is currently located on the route R. The destination position indicator 66 includes a linear indicator 66a whose leftmost point corresponds to the player's team's home base, whose rightmost point corresponds to the opponent's team's home base, and whose center corresponds to the center of the route R, and an icon 66b that indicates the current position of the tank 32 by pointing to a specific position on this indicator 66a. In this embodiment, the destination position indicator 66 also serves as a progress indicator 67, which serves as a UI indicating the point where each team is closest to the destination during the match (i.e., progress). The game progress unit 212 also displays a progress counter 68 on the display unit 18, which serves as a UI for displaying a numerical value related to progress. In this embodiment, the progress counter 68 displays the remaining progress until each team reaches the destination (i.e., the value of "100 - progress") Furthermore, the game progress unit 212 displays a remaining time indicator 69 on the display unit 18 as a UI indicating the remaining time of the match.

[0133] Furthermore, in this embodiment, various UI elements are color-coded for the player's own team and the opposing team.

[0134] For example, the durability gauge 40 (see Figure 4), which displays the durability of tank 32, has different colors depending on whether it is in your team's possession or the opposing team's possession. Specifically, when your team has possession of the tank, the remaining durability of the durability gauge 40 is displayed as a blue bar. When the opposing team has possession of the tank, the remaining durability of the durability gauge 40 is displayed as a red bar.

[0135] Furthermore, the tank icon 50 (see Figure 4), which indicates the position of tank 32, has a different color depending on whether it is in your team's possession or the opponent's possession. Specifically, the tank icon 50 is displayed in blue when your team has acquired it, and in red when the opponent's team has acquired it.

[0136] Furthermore, the acquisition status gauge 46 (see Figure 6), which indicates the time until the acquisition of the acquisition object 34, has different colors for the acquisition status gauge 46 related to your team and the acquisition status gauge 46 related to the opposing team. Specifically, the acquisition status gauge 46 related to your team is displayed in blue, while the acquisition status gauge 46 related to the opposing team is displayed in red.

[0137] Furthermore, the checkpoint gauge 38 (see Figure 5), which indicates the time remaining until checkpoint G is removed, has different colors for the checkpoint gauge 48 related to your own team's checkpoint G and the checkpoint gauge 48 related to the opposing team's checkpoint G. Specifically, the checkpoint gauge 48 related to your own team's checkpoint G is displayed in blue, while the checkpoint gauge 48 related to the opposing team's checkpoint G is displayed in red.

[0138] Furthermore, the checkpoint objects 36 (see Figure 5) have different colors depending on whether they relate to the checkpoint G of the player's own team or the checkpoint G of the opposing team. Specifically, the checkpoint objects 36 relating to the checkpoint G of the player's own team are displayed in blue, while the checkpoint objects 36 relating to the checkpoint G of the opposing team are displayed in red. More specifically, in this embodiment, the fences that serve as checkpoint objects 36 are equipped with a light-emitting effect of a color corresponding to the team (specifically, blue light or red light).

[0139] Furthermore, the progress indicator 67 (see Figure 4), which serves as a UI to show each team's closest point to the destination during the match (i.e., progress), includes a linear gauge showing the progress of the own team and a linear gauge showing the progress of the opposing team, with each gauge being a different color. Specifically, the gauge showing the progress of the own team is displayed in blue, while the gauge showing the progress of the opposing team is displayed in red. Note that the gauge showing the progress of each team becomes longer as the progress increases. The progress indicator 67 also includes a circular gauge showing the progress of the checkpoints (a display corresponding to the checkpoint gauge 38, showing the furthest advanced position of the checkpoint gauge 38), and this circular gauge is also displayed in blue for the own team's checkpoint G and in red for the opposing team's checkpoint G.

[0140] Furthermore, the arrival position indicator 66 (see Figure 4), which serves as a UI to show where Tank 32 is currently located on the route R, has different colored icons 66b that indicate Tank 32's position depending on whether it is acquired by your team or the opposing team. Specifically, when Tank 32 is acquired by your team, icon 66b is displayed in blue. When Tank 32 is acquired by the opposing team, icon 66b is displayed in red. In a neutral state (in other words, when it is an acquisition object 34), icon 66b is displayed in green (see Figure 6).

[0141] In other words, in this embodiment, blue is the color corresponding to your own team (in other words, the color that symbolizes your own team). Red is the color corresponding to the opposing team (in other words, the color that symbolizes the opposing team). Then, depending on the attributes of the object (in other words, its state) or the team to which the object or gauge corresponds, each object and each gauge is displayed in the color corresponding to the team. Furthermore, the colors used for this team-specific color coding are unified. Therefore, it is immediately clear which team each gauge and the like corresponds to. Also, for example, it is immediately clear whether the tank 32 or the checkpoint object 36 is a target to attack or a target to defend.

[0142] (Score) The game progress unit 212 changes the player score, which is a predetermined score for the user, based on predetermined conditions. The player score may, for example, indicate the individual performance in a match. Alternatively, the player score may indicate the performance in each match, or it may indicate the overall performance in multiple matches (for example, all matches up to that point). Furthermore, the player score may contribute to improving the user's rank. Specifically, the player score may contribute to determining the ranking (in other words, the rating) that indicates the user's relative position (in other words, rank) among all users playing the game of this embodiment. More specifically, for example, the higher the player score, the higher the ranking indicating the user's rank among users. Such a ranking may also be displayed on the display unit 18 outside of matches, for example, by performing a predetermined operation from the home screen, so that the user can check it. Furthermore, the player score may contribute to improving the rank indicating proficiency. In other words, the player score may contribute to improving the so-called level in conventional games. Specifically, for example, the more player score a user earns, the easier it may be for a predetermined level related to the user to increase. The user rank may be the rank of the user themselves, or the rank of the character the user uses, etc. In this embodiment, the player score does not affect the determination of the outcome of a match, but it may affect the determination of the outcome of a match. In other words, the game progress unit 212 may change the score related to the determination of the outcome of a match (for example, the match score), which is a predetermined score related to the user, based on predetermined conditions illustrated below.

[0143] The game progress unit 212 adjusts the player score for a user based on the positional relationship between at least one of the first player character 31 controlled by the user and the second player character 31 controlled by the opponent, and a specific object (for example, a tank 32 or an acquisition object 34, etc.) in the virtual space 30. In the following, a higher player score is considered better.

[0144] Specifically, for example, the game progress unit 212 adjusts the player score according to the distance relationship between at least one of the positions of the first player character 31 and the second player character 31, and the position of a specific object, when the first player character 31 performs a predetermined action. For example, if the first player character 31 defeats the second player character, and the second player character 31 is located within a predetermined distance (in other words, within a predetermined range) from the tank 32, the game progress unit 212 increases the player score of the user controlling the first player character 31. In other words, if the first player character 31 defeats the second player character, and the second player character 31 is located more than a predetermined distance from the tank 32, the game progress unit 212 does not increase the player score of the user controlling the first player character 31. Furthermore, for example, if the first player character 31 defeats the second player character, the game progress unit 212 increases the player score of the user controlling the first player character 31 if the second player character 31 is located within a predetermined distance (in other words, within a predetermined range) from the acquisition object 34. In other words, if the first player character 31 defeats the second player character, the game progress unit 212 does not increase the player score of the user controlling the first player character 31 if the second player character 31 is located more than a predetermined distance from the acquisition object 34. The game progress unit 212 may increase the amount of increase in the player score of the user controlling the first player character 31 the closer the second player character 31 is to the tank 32 or the acquisition object 34 when the first player character 31 defeats the second player character.

[0145] Furthermore, for example, the game progress unit 212 adjusts the player score according to the amount of time the first player character 31 has been within a predetermined range of the tank 32. Specifically, for example, the game progress unit 212 increases the player score of the user controlling the first player character 31 if the first player character 31 remains within a predetermined distance of the tank 32 held by the first player character 31's team, survives without being defeated, and a predetermined amount of time has elapsed. The game progress unit 212 may also adjust the player score so that the longer the first player character 31 remains within a predetermined distance of the tank 32, the greater the increase in the player score. For example, the game progress unit 212 may increase the player score at regular intervals while the first player character 31 is within a predetermined distance of the tank 32.

[0146] In other words, the game progression unit 212 may change the conditions related to score fluctuations according to the attributes of a predetermined object (for example, a tank 32) (for example, whether it is acquired by the player's team or the opposing team, in other words whether the predetermined object is friendly or enemy, and further in other words whether the predetermined object is a target for defense or an attack).

[0147] Furthermore, for example, if the first player character 31 attacks the tank 32 and destroys the tank 32 (in other words, renders it immobile), the game progression unit 212 increases the player score of the user controlling the first player character 31.

[0148] Furthermore, for example, the game progression unit 212 increases the player score of the user controlling the first player character 31 in proportion to the damage dealt by the first player character 31 to the tank 32 (in other words, the amount of durability reduced by the attack). The game progression unit 212 may also be configured so that the player score increases more as the damage dealt by the first player character 31 to the tank 32 increases.

[0149] Furthermore, for example, the game progress unit 212 increases the player score of a user when the user performs an action on the acquisition button 44 and the user's team acquires the acquisition object 34 (in other words, the tank 32). The game progress unit 212 also increases the player score of a user if the user cooperates in acquiring the acquisition object 34 (in other words, the tank 32).

[0150] Furthermore, when the player score for a user is adjusted based on the positional relationship between a specific object and a predetermined character in the virtual space 30, the specific object may be, for example, one of the following. That is, the specific object may be an object related to the rules of the match (in other words, the game) (hereinafter referred to as a "rule-related object"). Specifically, for example, the match may be played with the rule that the team that acquires the rule-related objects (for example, one or more rule-related objects) placed in the field 30 wins. More specifically, for example, the match may be played with the rule that the team that acquires (in other words, captures) bases (for example, one or more bases) placed in the field 30 wins (for example, the team that acquires the most bases wins), or the team that acquires (in other words, collects) more of the multiple items (for example, treasures, etc.) placed in the field 30 within a predetermined time wins. In such cases, the player score may be adjusted based on the positional relationship between the bases or items, etc., as rule-related objects, and the predetermined character. Furthermore, the rule-related objects may or may not move in the virtual space. Note that rule-related objects also include Tank 32 and acquisition object 34.

[0151] (Processing related to the transition of tank states) Next, with reference to Figure 9, an example of the process related to the transition of the state of the tank 32 executed by the information processing system 1 will be described.

[0152] First, when the match begins and a predetermined amount of time has elapsed, the game progress unit 212 places the acquisition object 34 in the center of the progression route R (step S101).

[0153] Next, the game progress unit 212 determines whether or not any team has acquired the acquisition object 34 (step S102).

[0154] If either team acquires the acquisition object 34 (YES in step S102), the game progress unit 212 places the tank 32 at the location where the acquisition object 34 was acquired (step S103). At this time, the game progress unit 212 sets the state of the tank 32 to a moving state, moving towards the destination of the team that acquired the acquisition object 34 (in other words, the home base of the opposing team).

[0155] Next, the game progression unit 212 determines whether the durability of the tank 32 has decreased by a predetermined amount from its state when the tank 32 was acquired and has reached a specific value (for example, "0") (step S104).

[0156] If the durability of tank 32 has not reached a certain value (NO in step S104), the game progress unit 212 causes tank 32 to continue moving toward the destination.

[0157] On the other hand, if the durability of tank 32 reaches a certain value (YES in step S104), the game progress unit 212 changes the state of tank 32 to a destroyed state and stops tank 32 from moving (step S105). In other words, when the durability of tank 32 reaches a certain value, the game progress unit 212 makes tank 32 immobile. At this time, the game progress unit 212 also activates an effect that is advantageous to the user who attacked tank 32 and made tank 32 immobile. Specifically, for example, the game progress unit 212 activates an effect related to the activation of a special skill for the user's player character 31. More specifically, the game progress unit 212 activates an effect that restores the parameters necessary to activate a skill, an effect that shortens the time between skill activations until the skill can be activated again, or an effect that changes the player character 31 to a state where skill activation is possible.

[0158] Next, when the durability of the tank 32 reaches a certain value, the game progress unit 212 places the acquisition object 34 in place of the tank 32 at the location where the tank 32 was (step S106).

[0159] Next, the game progress unit 212 determines whether or not either team has acquired the acquisition object 34. That is, the game progress unit 212 returns to the process of step S102 and repeats the processes of steps S102 to S106 until the end of the match.

[0160] (Processing related to the end of the match) Next, with reference to Figure 10, an example of the processing related to the termination of a match executed by the information processing system 1 will be described.

[0161] First, the game progress unit 212 determines whether a predetermined amount of time has elapsed during a match (step S201).

[0162] If the match time has not elapsed (NO in step S201), the game progress unit 212 continues the match.

[0163] On the other hand, if the match time has elapsed (YES in step S201), the game progress unit 212 determines whether the currently losing team has acquired tank 32 (step S202). In other words, the game progress unit 212 determines whether the currently losing team is advancing tank 32 toward its destination (in other words, the opposing team's base).

[0164] If the losing team has not acquired Tank 32 (NO in step S202), the game progress unit 212 ends the match.

[0165] On the other hand, if the losing team has acquired Tank 32 (YES in step S202), the game management unit 212 decides to continue the match without ending it and to proceed to overtime (step S203).

[0166] Next, in overtime, the game management unit 212 determines whether the losing team's score is higher than the opponent's score (step S204).

[0167] If the losing team's score exceeds the opponent's score (YES in step S204), the game progress unit 212 ends the match.

[0168] Furthermore, if the losing team's match score is not higher than the opponent's match score (NO in step S204), the game progress unit 212 determines whether the tank 32 is in a destroyed state (step S205). In other words, the game progress unit 212 determines whether the tank 32's durability value has reached a specific value (for example, "0").

[0169] If the state of tank 32 is not destroyed (NO in step S205), the game progress unit 212 continues the match (in other words, overtime).

[0170] If the state of tank 32 becomes destroyed (YES in step S205), the game progress unit 212 ends the match.

[0171] (modified version) In the example described above, the game progression unit 212 decided that if the tank 32 remained at the gate G for a predetermined period (in other words, the gate stop period), it would have the tank 32 destroy the gate G to remove the gate G and end the obstruction of the tank 32's movement at the gate G. However, the removal of the gate G may be done, for example, as follows.

[0172] Specifically, first, control devices (specifically, control device objects) corresponding to checkpoints G are placed in field 30. More precisely, for example, multiple control devices are placed in field 30, and each control device corresponds to each checkpoint G. That is, field 30 is equipped with control devices corresponding to the team's own checkpoints G and control devices corresponding to the opposing team's checkpoints G. Note that the control devices are placed in a location different from the corresponding checkpoints G (in other words, at a location at least a predetermined distance away from the corresponding checkpoints G). For example, the control devices are placed at a location at least a predetermined distance away from the route R. Note that there may be multiple control devices corresponding to a single checkpoint G.

[0173] Each user can remove (in other words, open) a barrier by performing a predetermined input operation when their player character 31 is close to the opposing team's control device (in other words, within a predetermined range from the control device). Specifically, the display control unit 114 displays a barrier release button (not shown) as a button related to barrier removal when the player character 31 is close to the opposing team's control device, similar to the display of the acquisition button 44 when the player character 31 is close to the acquisition object 34 (see Figure 6). Operations on the barrier release button (in other words, operations on the control device) are only accepted when the player character 31 is within a predetermined range from the control device. The barrier release button may be displayed only when the player character 31 is close to the opposing team's control device, so that operations on the barrier release button are only accepted when the player character 31 is within a predetermined range from the control device. The game progress unit 212 removes barrier G based on the user's operation on the barrier release button (for example, a tap operation). In other words, the user can acquire the control device (for example, by hacking) based on their operation of the gate release button, and once the control device is acquired, the corresponding gate G is removed.

[0174] In this modified example, the process for removing the barrier G can be the same as for acquiring the acquisition object 34. That is, the barrier G may be removed when the barrier release button is pressed on the corresponding control device and a predetermined period of time has elapsed. The time until the barrier G is removed may be managed by predetermined parameters (hereinafter also referred to as "barrier release parameters") and gauges (hereinafter also referred to as "barrier release gauges"), similar to the acquisition status parameters and acquisition status gauge 46. Once the barrier G is removed, the location where the barrier G was located may be made so that the movement of the tank 32 does not obstruct (in other words, it can be passed through) until the end of the match. Furthermore, in the process of removing the barrier G based on the user's operation of the barrier release button, the game progress unit 212 may change the time required to remove the barrier G depending on whether or not there is cooperation from teammates belonging to the user. Furthermore, when the user has pressed the gate release button and is waiting for a predetermined period to elapse, the actions of the player character 31 may be restricted, leaving the player character 31 vulnerable. If the vulnerable player character 31 is attacked (for example, by being knocked back), the measurement of the predetermined period based on the user's actions may be stopped. Additionally, the game progress unit 212 may shorten the time required to acquire the control device based on a specific input operation by the user (for example, rapid button presses). Furthermore, one team may be able to interfere with the updating of the gate release parameter (in other words, the gate release gauge) for the other team.

[0175] In this modified example, when the tank 32 acquired by one team reaches the other team's checkpoint G, it transitions to a checkpoint stop state. In the checkpoint stop state, when the checkpoint G where the tank 32 is staying is removed, the state of the tank 32 changes to a moving state. In this modified example, the obstruction of the movement of the tank 32 at the checkpoint G may not end until the checkpoint G is removed by an operation on the control device.

[0176] This configuration allows for a dispersion of the player characters 31. In other words, in this configuration, the user of the team that possesses the tank 32 must not only defend the tank 32 but also move away from the tank 32 towards the control device and remove the gate G in order to advance the tank 32. Therefore, it is possible to prevent the player characters 31 of both teams from gathering too close together around the tank 32 and to provide a game that makes full use of the field.

[0177] Furthermore, the control devices and checkpoint opening gauges for each team may be displayed in a color corresponding to their team (for example, blue). Similarly, the control devices and checkpoint opening gauges for the opposing team may be displayed in a color corresponding to the opposing team (for example, red).

[0178] Furthermore, an operation on the gate release button (in other words, an operation on the control device) related to the removal of gate G may be possible even when the tank 32 has not reached the corresponding gate G, or it may be possible only when the tank 32 has reached the corresponding gate G. In other words, an operation on the gate release button (in other words, an operation on the control device) related to the removal of gate G may be accepted or not accepted depending on the position of the tank 32.

[0179] Furthermore, operations on the gate release button (in other words, operations on the control device) as an operation related to the removal of gate G may only be possible when your team has acquired tank 32, but may also be possible when the opposing team has acquired tank 32, or when neither team has acquired it, etc. In other words, operations on the gate release button (in other words, operations on the control device) as an operation related to the removal of gate G may be accepted or not accepted depending on the state of tank 32.

[0180] As mentioned above, multiple control devices may be provided for a single barrier G. In this case, the barrier G may be removed by performing an operation related to the removal of the barrier G on one of the multiple control devices corresponding to a single barrier G, or the barrier G may be removed by performing an operation related to the removal of the barrier G on multiple (for example, all) of the multiple control devices.

[0181] It should be noted that the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. Within the scope of the invention, the components can be freely combined, any component can be modified, or any component can be omitted. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may differ. Also, some of the processes, such as the various determination processes shown in the flowchart, may not exist. In other words, the processing flow and specific determination processes may differ from those exemplified herein.

[0182] <Note> The matters described in the above embodiments may also be described as follows:

[0183] (Note 1-1) Computers, In a game in which a specific object moves along a predetermined route towards a destination, a state control means (for example, a game progression unit 212) controls the state of the specific object, Based on user operations, it functions as an attack means (for example, a game progression unit 212) that attacks a specific object, The state control means is Based on the aforementioned attack, the state of the specific object is made immobile, The state of the specific object that has become immobile is changed to a state where it can be moved toward the destination, based on the user's operation. program. With this configuration, a game in which the player moves a specific object towards a destination can be given gameplay elements such as preventing the progress of a specific object by attacking it, and then starting the progress of the object that has been blocked towards its destination. Therefore, the strategic depth of this type of game can be enhanced, and the enjoyment of the game can be improved.

[0184] (Appendix 1-2) The aforementioned computer further, Based on the fact that the user has rendered the specific object immobile through the attack, the system functions as an effect-granting means (for example, a game progression unit 212) that activates an effect advantageous to the user who rendered the specific object immobile. The program described in Appendix 1-1. With this configuration, actions that immobilize specific objects can function not merely as defensive actions to prevent their advance, but also as actions that can turn the tide of battle in one's favor. Therefore, changes in the battle situation become more frequent, and the excitement of the game is enhanced.

[0185] (Appendix 1-3) The aforementioned game involves multiple teams competing for a winner. The state control means, when changing the state of the specific object that has become immobile to a state where it can move toward the destination based on the operation of the user belonging to the specific team, changes the time it takes for the object to become mobile depending on whether or not there is cooperation from other members of the specific team. The program described in Appendix 1-1. This configuration encourages team members to cooperate in making a specific object movable towards its destination, and adds a strategic element to the game by requiring players to consider whether to cooperate or contribute to the team through other actions. Therefore, it can enhance the enjoyment of the game.

[0186] (Appendix 1-4) In a game in which a specific object moves along a predetermined route towards a destination, a state control means (for example, a game progression unit 212) controls the state of the specific object, The system includes an attack means (for example, a game progression unit 212) that attacks a specific object based on user operations, The state control means is Based on the aforementioned attack, the state of the specific object is made immobile, The state of the specific object that has become immobile is changed to a state where it can be moved toward the destination, based on the user's operation. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1-1 can be achieved.

[0187] (Note 2-1) Computers, In a game in which users compete against each other by moving a specific object in a virtual space, the movement control means (for example, a game progress unit 212) controls the movement of the specific object, A means for terminating the match based on the elapsed time of a predetermined match (for example, a game progress unit 212), Based on user operations, it functions as an attack means (for example, a game progression unit 212) that attacks a specific object, The movement control means stops the progress of the specific object based on the attack, The aforementioned means for conducting the match is: If, at the point when the aforementioned match time has elapsed, the losing side is advancing the specific object, the match will continue. While the aforementioned battle is ongoing, if the progress of the specific object stops based on the aforementioned attack, the battle is terminated. program. This configuration allows for overtime in games with a set time limit, giving the losing side an opportunity to turn the tables. Furthermore, by setting the end condition for overtime to attacking a specific object and preventing its progress, a new gameplay element is created where players engage in battles over that specific object. Consequently, the game's appeal can be enhanced.

[0188] (Note 2-2) The aforementioned specific object has predetermined parameters set that change as a result of the attack, The movement control means stops the movement of the specific object when the predetermined parameter reaches a predetermined value due to the attack. The program described in Appendix 2-1. With this configuration, it becomes possible to stop a specific object when the damage accumulated from attacks reaches a predetermined amount. By setting such parameters on the specific object itself, the game can be given a strategic element where players must consider what actions to take depending on the state of those parameters. Therefore, the enjoyment of the game can be improved.

[0189] (Appendix 2-3) In a game in which users compete against each other by moving a specific object in a virtual space, the movement control means (for example, a game progress unit 212) controls the movement of the specific object, A means for terminating the match based on the elapsed time of a predetermined match (for example, a game progress unit 212), The system includes an attack means (for example, a game progression unit 212) that attacks a specific object based on user operations, The movement control means stops the progress of the specific object based on the attack, The aforementioned means for conducting the match is: If, at the point when the aforementioned match time has elapsed, the losing side is advancing the specific object, the match will continue. While the aforementioned battle is ongoing, if the progress of the specific object stops based on the aforementioned attack, the battle is terminated. Information processing system. With this configuration, the same effects as the program described in Appendix 2-1 can be achieved.

[0190] (Note 3-1) Computers, A means for placing specific objects that the user and their opponent compete to seize in a virtual space (for example, a game progression unit 212), A score management means (e.g., game progress unit 212) that changes a predetermined score for the user based on the positional relationship between at least one of the first character operated by the user and the second character operated by the opponent, and the specific object. program. With this configuration, in a game where players compete to capture a specific object, the gameplay of users who perform effective actions and those who perform difficult actions can be evaluated based on the positional relationship between the specific object and a designated character. Therefore, users can be given the feeling that their gameplay is being fairly evaluated, which can improve the enjoyment of the game.

[0191] (Appendix 3-2) The score management means varies the predetermined score according to the distance relationship between at least one of the positions of the first character and the second character, and the position of the specific object, when the first character performs a predetermined action. The program described in Appendix 3-1. With this configuration, the user's gameplay can be evaluated based on the distance relationship between a given character and a specific object when performing a predetermined action. Therefore, users who perform predetermined actions in difficult or effective positions during a match can be given the feeling that their gameplay is being fairly evaluated, thereby improving the enjoyment of the game.

[0192] (Appendix 3-3) The score management means varies the predetermined score according to the amount of time the first character was within a predetermined range from the specific object. The program described in Appendix 3-1. This configuration allows for fair evaluation of users who maintain difficult or advantageous positions during matches, thereby improving the enjoyment of the game.

[0193] (Appendix 3-4) The attributes of the aforementioned specific object change depending on whether it is acquired by the user or the opponent. The score management means changes the conditions relating to the fluctuation of the predetermined score according to the attributes of the specific object. The program described in any one of the appendices 3-1 to 3-3. With this configuration, the conditions for score fluctuations change depending on the attributes of specific objects during a match, allowing for variations in actions taken to increase the score and preventing the game from becoming monotonous. Therefore, the game's appeal can be enhanced.

[0194] (Appendix 3-5) The aforementioned specific object moves along a predetermined route within the virtual space. The program described in Appendix 3-4. This configuration introduces a new evaluation axis for games where players compete to capture a specific object moving along a predetermined route. This evaluation is based on the positional relationship between the object and a designated character. Consequently, the game's appeal can be enhanced.

[0195] (Appendix 3-6) A means for placing specific objects that the user and their opponent compete to seize in a virtual space (for example, a game progression unit 212), The system includes a score management means (e.g., a game progress unit 212) that varies a predetermined score for the user based on the positional relationship between at least one of the first character operated by the user and the second character operated by the opponent, and the specific object. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 3-1 can be achieved. [Explanation of Symbols]

[0196] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 30 Virtual space, 31 Player character, 32 Tank, 34 Acquisition object, 110 Control unit, 111 Operation reception unit, 112 Transmit / receive unit, 113 Game progress unit, 114 Display control unit, 120 Memory unit, 210 Control unit, 211 Transmit / receive unit, 212 Game progress unit, 220 Memory unit

Claims

1. On the computer, In games, moving a specific object along a predetermined route, To change the state of the aforementioned specific object, and to perform the following actions: The states of the particular object include a first state in which the particular object moves along the route, a second state in which the object reaches a checkpoint located on the route and its progress is interrupted, and a third state in which the obstruction of the object's progress has an unfavorable effect on the party that obstructs the object's progress. On the computer, For the specific object that has reached the aforementioned checkpoint and transitioned to the second state, after it has transitioned through the second state to the third state, the process is to resume. program.

2. On the computer, Based on the fact that the parameters of the specified object have reached a predetermined value due to the attack by the interfering party against the specified object, the state of the specified object is transitioned to a fourth state. The program according to claim 1.

3. On the computer, Based on the fact that the parameters of the specific object have reached a second predetermined value due to the attack by the interfering party against the specific object, the state of the specific object is transitioned to a fifth state in which the progress of the specific object is interrupted. For the specific object that has transitioned to the fifth state, the process is to be resumed after a predetermined period of time has elapsed. The program according to claim 2.

4. Multiple values ​​are set as the second predetermined value. On the computer, Each time the parameter of the specified object reaches one of the multiple values, which are the second predetermined values, due to the attack by the interfering party against the specified object, the state of the specified object is transitioned to the fifth state. The program according to claim 3.

5. On the computer, When the state of the specified object transitions to the fourth state as a result of the attack by the interfering party against the specified object, an effect favorable to the interfering party is generated. The program according to any one of claims 2 to 4.

6. In games, a means of moving a specific object along a predetermined route, The system includes means for changing the state of the specific object, The states of the particular object include a first state in which the particular object moves along the route, a second state in which the object reaches a checkpoint located on the route and its progress is interrupted, and a third state in which the obstruction of the object's progress has an unfavorable effect on the party that obstructs the object's progress. With respect to the specific object that has arrived at the aforementioned checkpoint and transitioned to the second state, the system provides means for restarting its progress after it has transitioned from the second state to the third state. Information processing system.