The input interface system, the control method for the input interface, and the storage medium storing the control program.
By allowing players to trace paths and input actions on a touchscreen in role-playing games, and combining virtual objects with real-world map information, the problem of monotonous and cumbersome controls is solved, enabling diverse gameplay and enhancing both entertainment and operability.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2018-10-31
- Publication Date
- 2026-03-13
AI Technical Summary
In existing role-playing games, the operation of combat and other event handling is too monotonous, which reduces the entertainment value, or the operation is too complicated, which makes the difficulty too high and affects the game experience.
By drawing a trajectory on the touch screen, the system performs event processing based on the shape and relative position of the trajectory, combining the movement of virtual objects with real-world map information to achieve diverse gameplay.
It enhances the game's entertainment value and operability, and increases its fun and challenge through diversified operation methods.
Smart Images

Figure CN113975808B_ABST
Abstract
Description
[0001] This application is a divisional application of the invention entitled "Input Interface System, Input Interface Control Method and Storage Medium with Control Program" filed with the Patent Office on October 31, 2018, with application number 201880063451.6. Technical Field
[0002] This invention relates to a system, control method, and program for location-based games that use smartphones or game consoles to advance a game in a virtual world based on points assigned in relation to the user's movement distance in the real world, and to sequentially execute event processing as the user moves, as well as an input interface system, input interface control method, and control program that can be used in the location-based game. Background Technology
[0003] In the past, information processing devices such as smartphones, mobile phones, and mobile PCs that are portable and can conduct wireless communication have become widespread, and they have also developed into multifunctional devices that can utilize location information services such as GPS.
[0004] In recent years, various games utilizing the portability and location information services of such information processing devices have been proposed (e.g., Patent Document 1). In the technology disclosed in Patent Document 1, the virtual location and displacement of the real world obtained from GPS or similar sources are displayed as virtual locations and displacements in a role-playing game's virtual world. Furthermore, a game system that displays a second virtual world is constructed when this location overlaps with an event icon. Thus, a system can be provided where, by combining actual location information with existing or previously unavailable gameplay to achieve new entertainment, pedestrian movement can actually be enjoyable.
[0005] In addition, most role-playing games are set up to repeatedly generate fixed event handlers, such as battles with monsters, to obtain points or experience points, items, etc., and the story progresses by executing these event handlers in sequence.
[0006] Existing technical documents
[0007] Patent documents
[0008] Patent Document 1: Japanese Patent Application Publication No. 2001-70658 Summary of the Invention
[0009] The problem that the invention aims to solve
[0010] However, in order to gradually increase the difficulty or entertainment value of the game by raising the level, the recurring events such as battles in the above role-playing games are necessary arrangements. However, if the game is simply operated by selecting input commands and only by touching, the game becomes monotonous and the entertainment value is reduced. On the other hand, if the operation is too complicated, it will reduce the operability. If the difficulty of the game is too high, the entertainment value will be reduced.
[0011] Therefore, the present invention is proposed to solve the problems mentioned above, and its object is to provide a system, control method and program related to positional games that can enhance the entertainment value of games by diversifying the operation of handling events such as battles generated in the game, and an input interface system, input interface control method and control program that can be used by the positional game.
[0012] Methods for solving problems
[0013] To address the aforementioned issues, the first invention provides a game input interface system that advances the game in a virtual world based on a score assigned in relation to the user's movement distance in the real world, and sequentially executes event processing generated as the user moves. The input interface system is characterized by comprising: an input unit that accepts user input for a virtual object appearing during event processing; and an event execution processing unit that, upon appropriate input of a user operation to the input unit, executes the event processing to advance the game. The user operation is a trajectory input operation that draws a trajectory on a touchscreen, and the event execution processing unit executes the event processing based on the shape of the trajectory drawn by the trajectory input operation and its relative position to the virtual object.
[0014] Furthermore, the first invention provides a control method for a game input interface, used to advance the game in a virtual world based on a score assigned in relation to the user's movement distance in the real world, and to sequentially execute event processing generated as the user moves. The control method is characterized by comprising the following steps: an input step, wherein an input unit accepts user input for a user operation on a virtual object appearing in the event processing; and an event execution processing step, wherein the event processing is executed appropriately when the user operation is input, the event execution processing unit advances the game, the user operation being a trajectory input operation that draws a trajectory on a touch screen, and in the event execution processing step, the event processing is executed based on the shape of the trajectory drawn by the trajectory input operation and its relative position to the virtual object.
[0015] The second invention provides a location-based game system that develops the game in a virtual world in relation to the user's movement distance in the real world. The system comprises: a virtual display data generation unit that generates virtual objects according to the game's development as the user moves; a processing unit that overlays the generated virtual objects onto real-world map information; and a proxy object control unit that causes virtual proxy objects associated with the user to virtually move on the real-world map information according to a predetermined algorithm. The virtual objects have planar shapes corresponding to geographical information in the real world and are blocks that partially or entirely cover the real-world map. These blocks appear in an inactive state on the real-world map along these movement trajectories as the user moves in the real world and as the proxy objects virtually move, migrating to an active state corresponding to the user's selection operation.
[0016] Furthermore, the second invention provides a control method for a location-based game system, used to advance the game in a virtual world in relation to the user's movement distance in the real world. This control method includes the following steps: a synthesis processing step, in which a virtual display data generation unit generates virtual objects according to the game's progression as the user moves, and the synthesis processing unit overlays the generated virtual objects onto real-world map information; and a proxy object control step, in which a proxy object control unit virtually moves a virtual proxy object associated with the user on the real-world map information according to a predetermined algorithm.
[0017] In the compositing process, the virtual object has a planar shape corresponding to the geographical information in the real world. It is a block that partially or entirely covers the real map. As the user moves in the real world and the virtual agent object moves, the block appears on the real map in an inactive state along these movement trajectories, and migrates to an active state corresponding to the user's selection operation.
[0018] The third invention provides a location-based game system that develops the game in a virtual world in relation to the user's movement distance in the real world. The system includes: a virtual display data generation unit that generates virtual objects according to the game's development as the user moves; a synthesis processing unit that overlays the generated virtual objects onto real-world map information; a other user location information acquisition unit that acquires information related to the locations of other users; and a movement trajectory modification unit that adds the movement trajectories of other users acquired by the other user location information acquisition unit to the system's movement trajectory, or replaces it with the system's movement trajectory. The virtual objects have a planar shape corresponding to geographical information in the real world and are blocks that partially or entirely cover the real-world map. The blocks appear in an inactive state on the real-world map along the movement trajectory of the user in the real world or the movement trajectory modified by the movement trajectory modification unit, and migrate to an active state corresponding to the user's selection operation.
[0019] Furthermore, the third invention provides a control method for a location-based gaming system, used to advance the game in a virtual world in relation to the user's movement distance in the real world, comprising the following steps:
[0020] In the compositing process, as the game progresses with the user's movement, the virtual display data generation unit generates virtual objects, and the compositing processing unit overlays these virtual objects onto the real-world map information; and
[0021] The movement trajectory change step involves obtaining information related to the locations of other users, and the movement trajectory change unit either appends the obtained movement trajectories of other users to the local movement trajectory or replaces it with the local movement trajectory.
[0022] In the compositing process, the virtual object has a planar shape corresponding to the geographical information in the real world. It is a block that is partially or entirely covered on the real map. The block appears on the real map in an inactive state along the movement trajectory of the user in the real world or the movement trajectory after the change of the movement trajectory. It migrates to the active state in accordance with the user's selection operation.
[0023] The fourth invention provides a location-based game system that develops the game in a virtual world in relation to the user's movement distance in the real world. The system is characterized by comprising: a virtual display data generation unit that generates virtual objects according to the game's development as the user moves; a synthesis processing unit that overlays the generated virtual objects onto real-world map information; and a collaboration execution unit that performs collaborative processing with other users according to predetermined conditions. The virtual objects have planar shapes corresponding to geographical information in the real world and are blocks that partially or entirely cover the real-world map. These blocks appear in an inactive state on the real-world map along the movement trajectory, corresponding to the user's or other users' movement trajectory and the collaboration mode of the collaboration execution unit, and migrate to an active state corresponding to the user's selection operation.
[0024] Furthermore, the fourth invention provides a control method for a location-based gaming system, used to advance the game in a virtual world in relation to the user's movement distance in the real world.
[0025] The control method includes the following steps:
[0026] In the compositing process, as the game progresses with the user's movement, the virtual display data generation unit generates virtual objects, and the compositing processing unit overlays these virtual objects onto the real-world map information; and
[0027] The collaborative execution steps involve the collaborative processing of other users by the collaborative execution department, based on predetermined conditions.
[0028] In the synthesis process,
[0029] Virtual objects have planar shapes that correspond to geographical information in the real world; they are patches that partially or entirely overlay on a real-world map.
[0030] The block appears on the real map in an inactive state along the movement trajectory of the user or other users in the real world, and the collaboration mode of the collaborative execution unit. It then migrates to an active state in accordance with the user's selected operation.
[0031] Furthermore, the systems or methods related to the present invention described above can be implemented by executing the program of the present invention, which is written in a predetermined language, on a computer. That is, the program of the present invention is installed on the IC chip or memory device of a general-purpose computer such as a portable terminal device, smartphone, wearable terminal, mobile PC itself, personal computer, or server computer, and executed on the CPU. In this way, a system having the above-described functions can be constructed to implement the method of the present invention.
[0032] That is, the input interface program of this invention, which develops the game in a virtual world based on an integral related to the user's movement distance in the real world, and sequentially executes event processing generated as the user moves, enables the computer to function as follows: an input unit that accepts user input for a virtual object appearing in the event processing; and an event execution processing unit that executes the event processing if the user input is appropriately entered in the input step, and the event execution processing unit develops the game. The user input is a trajectory input operation that draws a trajectory on the touch screen, and the event execution processing unit executes the event processing based on the shape of the trajectory drawn by the trajectory input operation and its relative position with respect to the virtual object.
[0033] Furthermore, the present invention provides a location-based game program that develops the game in a virtual world in relation to the user's movement distance in the real world, enabling a computer to function as follows: a virtual display data generation unit that generates virtual objects according to the game's development as the user moves; a synthesis processing unit that overlays the generated virtual objects onto real-world map information; and a proxy object control unit that causes virtual proxy objects associated with the user to virtually move on the real-world map information according to a predetermined algorithm. The virtual objects have planar shapes corresponding to geographical information in the real world and are blocks that partially or entirely cover the real-world map. As the user moves in the real world and the proxy objects virtually move, the blocks appear on the real-world map in an inactive state along these movement trajectories and migrate to an active state corresponding to the user's selection operation.
[0034] Furthermore, the present invention provides a location-based game program that develops the game in a virtual world in relation to the user's movement distance in the real world, enabling the computer to function as follows: a virtual display data generation unit that generates virtual objects according to the game's development as the user moves; a synthesis processing unit that overlays the generated virtual objects onto real-world map information; a other user location information acquisition unit that acquires information related to the locations of other users; and a movement trajectory modification unit that adds the movement trajectories of other users acquired by the other user location information acquisition unit to the local movement trajectory, or replaces it with the local movement trajectory. The virtual objects have a planar shape corresponding to geographical information in the real world and are blocks that partially or entirely cover the real-world map. The blocks appear in an inactive state on the real-world map along the movement trajectory of the user in the real world or the movement trajectory modified by the movement trajectory modification unit, and migrate to an active state corresponding to the user's selection operation.
[0035] Furthermore, this invention provides a location-based game program that advances the game in a virtual world in relation to the user's movement distance in the real world, enabling the computer to function as a component of:
[0036] The virtual display data generation department generates virtual objects according to the game's progression as the user moves around;
[0037] The compositing processing unit overlays the generated virtual objects onto the real-world map information; and
[0038] The Collaboration Execution Department, based on predetermined conditions, performs collaborative processing with other users.
[0039] Virtual objects have planar shapes that correspond to geographical information in the real world; they are patches that partially or entirely overlay on a real-world map.
[0040] The block appears on the real map in an inactive state along the movement trajectory of the user or other users in the real world, and the collaboration mode of the collaborative execution unit. It then migrates to an active state in accordance with the user's selected operation.
[0041] According to the invention of these programs, for example, they can be distributed via communication lines, and furthermore, by storing them on a computer-readable recording medium, they can be transferred as packaged applications that operate on a standalone computer. Specifically, in addition to magnetic recording media such as floppy disks or magnetic tape cassettes, or optical discs such as CD-ROMs or DVD-ROMs, various recording media such as RAM cards can also be used. Furthermore, depending on the computer-readable recording medium on which the program is recorded, the above-described system and method can be easily implemented using a widely used computer or a dedicated computer, and the program can be easily saved, transferred, and installed.
[0042] Furthermore, preferably, in the above invention, the trajectory input operation is a diagonal line drawn by contacting a virtual object, or a character or graphic corresponding to the user's current position. In addition, the virtual object of the present invention can be an object that moves relative to the background within virtual space, or an object superimposed on real-world map information.
[0043] In the above invention, preferably, in event processing performed through trajectory input operation, the shape of the trajectory input through the input operation and the effect of the command executed based on the trajectory change at least according to one of the user's location information, the virtual proxy object associated with the user, and the collaboration method with other users.
[0044] In the above invention, it is preferable to further include: an external movement record acquisition unit, which acquires the movement of the user or the virtual movement of the proxy object in a state where the user's movement cannot be detected.
[0045] In the above invention, it is preferable to further include a display limiting unit that limits the display related to the current position of other users when the current position of other users approaches the current position of the local machine within a predetermined distance.
[0046] In the above inventions, it is preferable that the cooperation execution unit performs cooperation processing when the current positions of other users and the current position of the machine are within a predetermined distance, and the movement trajectory of the machine is consistent with the movement trajectories of the other users. Furthermore, in the above inventions, it is preferable to also include a cooperation authentication unit, which detects the approval operations of the user and other users when the user and other users are located within a predetermined communication area, and the cooperation execution unit performs cooperation processing based on the approval processing of the cooperation authentication unit.
[0047] Invention Effects
[0048] According to the first invention, in a game where fixed event handling is executed sequentially like in a role-playing game, user operations that draw a trajectory are input on a touch screen, and event handling is executed based on the shape of the drawn trajectory and its relative position to a virtual object. Therefore, command input using diagonal lines drawn as if in contact with a virtual object, or characters or graphics corresponding to the user's current position, can be performed. This diversifies the operations for handling events such as battles that occur in the game, and enhances the entertainment value of the game.
[0049] According to the second invention, in a location-based game where the game progresses in a virtual world in relation to the user's movement distance in the real world, for example, movement trajectories can be added due to the movement of monsters, and the "phantomization" of virtual objects overlaid on real-world map information can be expanded. A virtual proxy object associated with the user can move virtually on the real-world map information according to a predetermined algorithm, thus progressing the game. This can be achieved even when the user doesn't go to places they don't want to go to, or doesn't have time to go. This proxy object can be automatically obtained, for example, through a location information acquisition unit on the OS side of the information terminal or location monitoring on the game server side. Even when the game application is not running, or when the information terminal is powered off, the game can still progress automatically, diversifying the game's gameplay and enhancing its entertainment value.
[0050] According to the third invention, in a location-based game where the game progresses in a virtual world in relation to the user's movement distance in the real world, a "dependency function" can be installed to acquire information related to the locations of other users, add the acquired movement trajectories of other users to the player's movement trajectory, or replace the player's movement trajectory. Therefore, even if the user doesn't go to a location or doesn't have time to go, the movement of other users can be reflected in their own game progress, thus improving the game's progression. Furthermore, the "dependency function" enables communication with other users and allows for game progression, diversifying gameplay and enhancing the game's entertainment value.
[0051] According to the fourth invention, in a location-based game that develops in a virtual world in relation to the movement distance of a user in the real world, a so-called "companion function" is performed to facilitate collaborative processing when a user's movement trajectory coincides with the movement trajectory of other users or is within a predetermined communication area. This gives meaning to the movement of a user in the game to other users, enabling communication with other users and advancing the game. Thus, the entertainment value of the game can be enhanced through the diversification of gameplay. Attached Figure Description
[0052] Figure 1This is a conceptual diagram representing the overall structure of the game system involved in the implementation method.
[0053] Figure 2 This is an explanatory diagram showing the relationship between the real map M1 and the virtual map M2 involved in the implementation method.
[0054] Figure 3 This is a block diagram illustrating the internal structure of the game server 3 involved in the implementation method.
[0055] Figures 4(a) and 4(b) are block diagrams showing the internal structure of the smartphone 1 according to the embodiment.
[0056] Figure 5 This is an explanatory diagram illustrating the relationship between character movement and transformation processing involved in the implementation method.
[0057] Figure 6 This is an explanatory diagram illustrating the state transitions of the transformation process involved in the implementation method.
[0058] Figure 7 This is an explanatory diagram illustrating the operation of the transformation process involved in the implementation method.
[0059] Figure 8 This is an explanatory diagram for the integral accumulation based on repeated back-and-forth movements involved in the implementation method.
[0060] Figure 9 This is an explanatory diagram illustrating the street painting operation in the transformation process involved in the implementation method.
[0061] Figure 10 This is a flowchart illustrating the points issuance process involved in the implementation method.
[0062] Figure 11 This is a sequence diagram representing the batch processing operations involved in the implementation method.
[0063] Figure 12 This is an explanatory diagram illustrating an example of a particular input operation involved in the implementation method.
[0064] Figure 13 This is an explanatory diagram illustrating an example of a particular input operation involved in the implementation method.
[0065] Figure 14 This is an explanatory diagram illustrating an example of a batch processing operation involved in the implementation method.
[0066] Figure 15 This is an explanatory diagram illustrating an example of a batch processing operation involved in the implementation method.
[0067] Figure 16 This is an explanatory diagram showing the monster paint scheme patterns involved in the implementation method.
[0068] Figure 17 This is a flowchart illustrating the actions in the monster paint scheme involved in the implementation method.
[0069] Figure 18 This is an explanatory diagram showing the dependency patterns involved in the implementation method.
[0070] Figure 19 It is a flowchart illustrating the actions in the dependency mode involved in the implementation method.
[0071] Figure 20 This is an explanatory diagram illustrating the personal information protection function in the reliance mode involved in the implementation method.
[0072] Figure 21 This is an explanatory diagram illustrating the companionship mode involved in the implementation method.
[0073] Figure 22 This is a flowchart illustrating the actions in the companionship mode involved in the implementation method.
[0074] Figure 23 This is an explanatory diagram illustrating the companionship entrustment mode involved in the implementation method.
[0075] Figure 24 This is a flowchart illustrating the actions in the companionship delegation mode involved in the implementation method. Detailed Implementation
[0076] The following description, with reference to the accompanying drawings, outlines embodiments of the input interface system, control method, and program disclosed herein when applied to a game system. It should be noted that the embodiments shown below are examples of devices or similar implementations that embody the technical concept of the invention. The technical concept of the invention is not limited to defining the materials, shapes, structures, and arrangements of the constituent components as described below. Various modifications can be made to the technical concept of the invention within the scope of the claimed patent protection.
[0077] (Overall structure of the game system)
[0078] Figure 1 This is a conceptual diagram illustrating the overall structure of the game system involved in this embodiment. For example... Figure 1 As shown, the game system involved in this embodiment is a system that uses a game in which points are awarded based on the user's movement distance in the real world, and the game progresses in a virtual world, sequentially handling events generated as the user moves. Specifically, the game system involved in this embodiment generally consists of a portable terminal device, i.e., a smartphone 1, used by the user 10, and a game server 3 set up on the Internet 2. In this embodiment, the smartphone 1 is described as an example of a portable terminal device.
[0079] In this embodiment, game server 3 is a server that processes game progress. It can be implemented using a single server device or a group of multiple server devices. Multiple functional modules are virtually constructed on the CPU, and these modules cooperate to perform processing. Furthermore, game server 3 can use communication functions to send and receive data via the Internet 2, and can use web server functions to display web page prompts through browser software.
[0080] Smartphone 1 is a portable information processing terminal device that utilizes wireless communication. The portable phone communicates wirelessly with relay points such as wireless base stations 22, enabling it to receive communication services such as calls and data communication while mobile. Communication methods for this portable phone include, for example, 3G, LTE (Long Term Evolution), 4G, FDMA, TDMA, CDMA, W-CDMA, and PHS (Personal Handyphone System). Furthermore, smartphone 1 is equipped with various functions such as a digital camera, application software execution, location information acquisition based on GPS (Global Positioning System), and may also include mobile computers such as tablet PCs.
[0081] The location information acquisition function is a function that acquires and records location information representing the location of the device. As shown in Figure 1, this location information acquisition function may include, for example, a method that detects the location of the device by means of signals from satellite 21, such as GPS, or a method that detects the location by means of radio wave strength from wireless base station 22 of a mobile phone or Wi-Fi communication access point.
[0082] Furthermore, the smartphone 1 has a liquid crystal display (LCD) as a display unit for displaying information, and operation devices such as operation buttons for user input operations. These operation devices include a touch panel configured to overlap with the LCD and serve as an input unit, which receives operation signals related to touch operations at specified coordinate positions on the LCD. Specifically, the touch panel is an input device that uses pressure or electrostatic detection related to touch operations using a user's fingertip or pen, etc., to input operation signals. It is constructed by overlapping an LCD display that displays graphics and a touch sensor that receives operation signals corresponding to the coordinate positions of the graphics displayed on the LCD.
[0083] (Internal structure of each device)
[0084] Next, the internal structure of each device that constitutes the above-mentioned game system will be described. Figure 3 Figure 4(a) and Figure 4(b) are block diagrams showing the internal structure of the game server 3 according to this embodiment. Furthermore, the term "module" as used in this description refers to a functional unit used to perform a predetermined action, consisting of hardware such as a device or equipment, software having that function, or a combination thereof.
[0085] (1) Game Server
[0086] First, the internal structure of game server 3 will be described. Game server 3 is a server device configured on the Internet 2, which sends and receives data with each smartphone 1 via the Internet 2. Game server 3 has: a communication interface 31, which communicates data via the Internet 2; an authentication unit 33, which authenticates the user and the user's terminal permissions; a location information management unit 32, which collects and manages the location information of each user's terminal; a game development processing unit 36, which performs overall game development processing and individual user game development processing; a virtual map information management unit 37, which generates virtual map information; a 34 that publishes game data to each user; and various database groups.
[0087] The database group includes: a real-world map database 35a, which stores real-world map information containing geographic information from the real world; a user database 35b, which accumulates information related to users; a game database 35c, which accumulates information related to virtual map information, overall game development processes, and individual user game development processes; and a points database 35d, which manages the issued points. These databases can be single databases or divided into multiple databases, forming a relational database that links the data through mutual relationships.
[0088] The real-world map database 35a is a storage device that stores real-world map information containing geographical information from the real world. It stores natural geographical features such as mountains or valleys and rivers, man-made structures such as buildings or roads and railways, place names or residences, traffic rules, etc. Furthermore, this real-world map database 35a can be owned / used by the service provider of game server 3, or it can be used by other map service providers.
[0089] The information accumulated in the user database 35b includes authentication information that associates the identifier (user ID, terminal ID) of the user or the portable terminal device used by the user with passwords, as well as the user's personal information associated with the user ID, the model of the terminal device, etc. Furthermore, the user database 35b also accumulates information related to each user's game development (current location such as latitude / longitude, current status in the game, score, usage history, etc.) and game-related settlement information through the authentication history (access history) of each user or each user's terminal and its relationship with the game database 35c.
[0090] The information accumulated in the game database 35c includes virtual world map information, character or object characteristics, event handling-related information, and graphic information as game data. It also includes mapping data used to associate this game data with geographical features or buildings, roads, railways, etc. contained in the real map. The points database 35d manages the issued points by associating them with users, user terminals, or applications, and accumulates the usage history of each point.
[0091] The authentication unit 33 is a module that establishes a communication session with each smartphone 1 through the communication interface 31 and performs authentication processing according to the established communication session. As part of this authentication process, authentication information is obtained from the smartphone 1 of the access user, i.e., the user, and the user database 35b is consulted to determine the user and other permissions. The authentication result of the authentication unit 33 (user ID, authentication time, session ID, etc.) is sent to the game development processing unit 36 and accumulated in the user database 35b as authentication history.
[0092] The location information management unit 32 is a module that obtains location information obtained from the user's terminal device and sends it to the game server 3. The location information management unit 32 associates the user or user terminal device identifier (user ID, terminal ID, etc.) determined by the authentication process of the authentication unit 33 with this location information and accumulates it in the user database 35b as a usage history.
[0093] The game development processing unit 36 is a module that drives the game's development by handling various events generated in the virtual world, based on the movement of characters, monsters, or other objects corresponding to each user. It executes game programs containing certain rules, logic, and algorithms, as well as control programs with input interfaces. Corresponding to the positional relationships (approach / contact, etc.) of characters or objects, it generates events such as battles, mini-games, movie replays, and fantasy events. Furthermore, in this embodiment, the game development processing unit 36 collaborates with the game development processing unit 141 on the smartphone 1 side to perform a portion of the game development processing on the game server 3 side. The game development processing unit 141 on the smartphone 1 side performs a portion of the graphics processing or event processing. For example, on the game server 3 side, based on the positions of other users' characters and objects, it predicts possible event processing, generates the conditions for its generation, sends these conditions to the smartphone 1 side, and executes the actual event processing and related graphics processing on the smartphone 1 side based on the generation conditions received from the game server 3.
[0094] The Virtual Map Information Management Department 37 comprises the following modules: Based on the game development process of the Game Development Processing Department 36, it handles... Figure 2 The generation, accumulation, and publication of a virtual map M2, as shown, which includes coordinate information of other users' roles, buildings, and other objects on the virtual geographic information corresponding to the geographic information on the real map M1, are managed / controlled. In this embodiment, points Tp are issued corresponding to the distance actually moved by user 10 on the real map M1. By consuming these points Tp, the role C1 corresponding to user 10 can move on the virtual map M2, and the block B0 adjacent to the movement path can be transformed. Figure 7 As shown in (a) and (b), the transformation is achieved by having the user touch a block B0 on the screen, which is divided into shapes corresponding to the blocks adjacent to the path. The touched block B0 is then transformed, and various blocks B2 to B5 in the virtual map are displayed overlapping with the blocks on the real map M1.
[0095] In addition, regarding points (Tp), they can be awarded to the user based on the frequency or interval of accessing the game server, or purchased through user settlement operations or server-side payment processing using payment or points. Furthermore, points (Tp) can also be appropriately awarded by completing scheduled events or mini-games in the game, leveling up the character, and successfully clearing levels.
[0096] In addition, regarding the virtual map M2, it is sometimes generated on the game server 3 side, sometimes on the smartphone 1 side, and sometimes generated by the collaboration of both the game server 3 and the smartphone 1 side. The virtual map information management unit 37 manages the information related to the virtual map M2 generated or accumulated on the game server 3 side and the virtual map M2 generated and accumulated on the smartphone 1 side, compares the virtual map M2 of the two sides, and publishes all or part of the virtual map M2 to the smartphone 1 side as needed to achieve synchronization between the two sides.
[0097] When a virtual map M2 is generated on the game server 3 side, the virtual map information management unit 37 obtains the geographical features or buildings, roads, railways, etc. contained in the real map M1 accumulated in the real map database 35a, and generates the virtual world map information by dividing it into blocks B0 based on the map information of the virtual world corresponding to the real map M1, the characteristics (attributes) of the characters or objects, event handling-related information, graphic information, etc.
[0098] The game data publishing unit 34 is a module that, based on the user's current location and under the control of the virtual map information management unit 37, publishes map information and virtual world graphics to each user through the communication interface 31 to synchronize the virtual map M2 generated by the virtual map information management unit 37. Furthermore, the virtual world graphics are divided into blocks according to the street blocks corresponding to the real-world map M1, and published in units of these blocks.
[0099] (2) Smartphone 1
[0100] Next, the internal structure of smartphone 1 will be described. As shown in Figures 4(a) and 4(b), smartphone 1 has the following modules as user interface related to the game system: CPU 17, communication interface 11, input interface 12, output interface 13, and memory 15.
[0101] Communication interface 11 is a communication interface used for data communication, and has the functions of contactless communication based on wireless or other methods, and contact (wired) communication via cables, adapter units, etc. Input interface 12 is a device for inputting user operations, such as a mouse, keyboard, operation buttons, or touch panel 12a. Furthermore, output interface 13 is a device for outputting images or sound, such as a display or speaker. In particular, the output interface 13 includes a display unit 13a, such as a liquid crystal display, which overlaps with the input interface, i.e., the touch panel 12a.
[0102] The memory 15 is a storage device for storing the OS (Operating System) or firmware, various applications, and other data. In addition to the user ID used to identify the user, the memory 15 also stores game application data downloaded from the game server 3, and game data processed by the application execution unit 14. Specifically, in this embodiment, the memory 15 stores a virtual map M2 obtained from the game server 3 and a real-world map M1. The virtual map M2 is stored in units of blocks divided into shapes corresponding to the streets in the real-world map M1.
[0103] CPU 17 is a processing unit that virtually constructs various functional modules by executing an OS (Operating System: basic software) or firmware stored in memory 15, thereby constructing the system of the present invention through these functional modules. In this embodiment, OS 17a is executed on CPU 17, and an application execution unit 14 is constructed on OS 17. Furthermore, various software programs are executed in parallel within OS 17a, and as a resident program that is always running on OS 17, it is executed by the OS-side location information acquisition unit 17b.
[0104] The OS-side location information acquisition unit 17b is one of the basic functions of OS 17a. It continuously operates on the OS, for example, performing methods such as GPS to detect the location of the device using signals from satellites, or detecting the location using the radio wave strength from a wireless base station of a mobile phone or an access point for Wi-Fi communication. The history or movement record of this location information is recorded as log data on the OS 17 side. The log data of the location information recorded by the OS-side location information acquisition unit 17b is forwarded to the management server on the communication network and stored, or accumulated in the memory 15, and can be read from the application side as needed. In this embodiment, the OS-side location information acquisition unit 17b records the location information of the terminal during the period when the game program is not running and the location information acquisition unit 144 cannot detect the user's current location, and provides the recorded location information in response to requests from the external movement record acquisition unit 143f built on the application execution unit 14.
[0105] The application execution unit 14 is a module that executes general game applications, browser software, and other applications, and is typically built on the CPU 17. In this application execution unit 14, the game program related to this invention is executed, thereby virtually constructing a game development processing unit 141, a synchronization processing unit 142, an event processing unit 143, a display data generation unit 146, a display control unit 145, and a location information acquisition unit 144.
[0106] The game development processing unit 141 is a module that uses the same rules / logic / algorithm as the game program executed by the game server 3 to move the corresponding characters, monsters and other objects of each user in the virtual world and generate various event processing to advance the game. It is synchronized with the game development processing unit 36 on the game server 3 side through the synchronization processing unit 142, and generates event processing such as combat battles, mini-games, movie replays, and street transformations in accordance with the positional relationship (approach / contact, etc.) of characters and objects.
[0107] In this embodiment, the game development processing unit 141 cooperates with the game development processing unit 141 on the game server 3 side to perform part of the game development processing on the game server 3 side, and performs part of the graphics processing and event processing through the game development processing unit 141 on the smartphone 1 side. For example, conditions for event generation are generated on the game server 3 side, and these conditions are sent to the smartphone 1 side, where the actual event generation and graphics processing are performed.
[0108] The synchronization processing unit 142 is a module that synchronizes the game development processing on the smartphone 1 side with the game development processing on the game server 3 side. Specifically, on the game server 3 side, based on the positions of other user characters, objects, etc., it predicts possible event processing, sets the predicted occurrence conditions on the game server 3 side, and sends the set conditions to the smartphone 1 side. The synchronization processing unit 142 receives the occurrence conditions sent from the game server 3, and performs the actual event processing and graphics processing on the smartphone 1 side according to the occurrence conditions received from the game server 3. The results of the event processing performed by the game development processing unit 141 on the smartphone 1 side (battle, win / loss or score in mini-games, street transformation, etc.) are notified to the game development processing unit 141 on the game server 3 side through the synchronization processing unit 142, and reflected in subsequent game development processing.
[0109] Furthermore, the event processing unit 143 monitors the movement speed of the current location of the machine obtained by the location information acquisition unit 144 and the event processing generated by the game development processing unit 141. When the movement speed of the current location is above a predetermined value and the event processing generated by the game development processing unit 141 is a pre-set event that can be batch processed, the game development processing unit 143 allows batch processing in the processing of the event. In the event that can be batch processed, the game development processing unit 141 allows batch end operations to replace multiple typical operations, and the game can proceed by omitting operations. The synchronization processing unit 142 notifies the game development processing unit 141 on the game server 3 of the event processing performed by omitting operations for the event processing that meet the generation requirements of the event processing, and reports the situation of the game progressing by omitting operations for the event processing that meet the generation requirements of the event processing to the game server 3.
[0110] Furthermore, as shown in FIG4(b), the event processing unit 143 includes: a collaboration authentication unit 143a, a collaboration execution unit 143b, a movement trajectory change unit 143c, a other user location information acquisition unit 143d, a proxy object control unit 143e, an external movement record acquisition unit 143f, a display restriction unit 143g, and an event execution processing unit 143h.
[0111] Collaboration Authentication Unit 143a is a module that, when a game progresses through collaboration with other users via collaborative functions such as "Reliance Mode" or "Companion Mode," detects the recognition operations performed by the user and other users and performs recognition processing. The recognition processing performed by Collaboration Authentication Unit 143a has different security levels in "Reliance Mode" and "Companion Mode." In "Reliance Mode," the security level is such that it works even between users who know each other on social media but are not actually acquainted. For example, a user who knows the account ID, email address, mobile phone number, or other publicly available personal information of a specific user can make a request to another user; if the other user recognizes the request, the collaboration is successful. In contrast, in "Companion Mode," the security level is such that, based on the knowledge of the aforementioned account ID or email address, and with both users simultaneously in a predetermined communication area, the collaboration cannot succeed without performing a recognition operation (request and recognition). The predetermined communication area includes the same Wi-Fi network, or a Bluetooth-related short-range network, and further, the range that enables the transmission and reception of infrared or sound signals, as well as the range of close proximity achieved by shaking the terminal.
[0112] The collaboration execution unit 143b is a module that performs collaboration processing with other users according to predetermined conditions in collaboration functions such as "reliance mode" or "companion mode". In reliance mode, the terminal on the relying side obtains the location information of the other user on the relied side through the other user location information acquisition unit 143d, so that the movement trajectory change unit 143c performs the following functions: adding the movement path of the other user on the relied side to its own movement path, or replacing it, and performing other collaboration processing. In addition, in companion mode, the collaboration execution unit 143b performs the following functions: when the current position of the other user is close to the current position of the machine and the movement trajectory of the machine is consistent with the movement trajectory of the other user, collaboration processing is performed. The collaboration processing here includes the following processing: when a user moves while relying on another user in reliance mode, or when two family members or close friends move on the same path in companion mode, the size or number of the transformed blocks is increased, or the movement speed is accelerated, or the attack power in battle is increased, etc., parameters are changed.
[0113] Furthermore, in companion mode, cooperative processing is performed when the current location of other users is within a predetermined distance of the current location of the user, and the user's movement trajectory is consistent with that of other users. Companion mode includes a delegation mode: a user's movement is synchronized with that of close relatives such as family or friends, allowing them to delegate their game progression to other users. In this companion mode, depending on factors such as whether the user and other users are within the same Wi-Fi area or a nearby Bluetooth network, and based on the user's and other users' acknowledgment actions, delegation or companion mode execution is permitted.
[0114] The Other User Location Information Acquisition Unit 143d is a module that acquires location-related information of other users. It is a module that acquires the location information of users who are necessary collaborators in collaborative functions such as "Reliance Mode" or "Companion Mode" described later. Following instructions from the Collaboration Execution Unit 143b, the Other User Location Information Acquisition Unit 143d acquires the location information and displacement (movement path) of other users (the user being relied upon in Reliance Mode, or the entrusting partner in Companion Mode) from the OS-side Location Information Acquisition Unit 17b or Location Information Acquisition Unit 144 via the External Motion Record Acquisition Unit 143f, and forwards it to the Motion Trajectory Change Unit 143c.
[0115] The movement trajectory modification unit 143c is a module that, under the control of the agent object control unit 143e or the cooperation execution unit 143b, selects whether to add the movement trajectory of other users obtained by the other user location information acquisition unit 143d to the local movement trajectory, or replace it with the local movement trajectory. Specifically, in this embodiment, in "Monster Paint Mode," "Reliance Mode," and "Companion Mode," the movement trajectory of other users can be added to the local movement trajectory or replaced, thereby being acquired as the local movement trajectory.
[0116] The proxy object control unit 143e is a module that, like in a "monster paint scheme" or similar mode, virtually moves a virtual proxy object AO (such as a monster, mascot, or character) on the real-world map M1 according to a predetermined algorithm. Examples of this "predetermined algorithm" include selecting the shortest route based on a user-specified location or event, or selecting a route by searching areas untouched by the user. In this embodiment, at the time the proxy object AO reaches a branching point on a road, the proxy object control unit 143e reads the user's already traversed movement trajectory (user position and displacement history of the proxy object AO) from the game server 3 or memory 15, and selects the next path to move on based on the positional relationship between the current position and the locations already visited. During this selection, for example, each candidate path at the branching point that becomes the next destination is weighted according to its deviation rate from the already visited locations, and a candidate path is selected through a random calculation with a probability corresponding to this weighting. When the user moves a fixed distance or time away from their current location, the system switches to return mode. In return mode, the system searches for unexplored areas while moving towards the user's current location.
[0117] The external movement record acquisition unit 143f is a module that acquires the user's movement or the virtual movement of a proxy object when the terminal's power is off or the application is not running, etc., in a state where the user's movement cannot be detected. In this embodiment, when the terminal's power is on but the game application is not running, the movement trajectory recorded by the OS-side location information acquisition unit 17b is acquired. If the OS-side location information acquisition unit 17b does not record, it can be obtained from the location information management unit 32 of the game server 3. In addition, in this embodiment, for ease of explanation, the external movement record acquisition unit 143f, the location information acquisition unit 144, and the OS-side location information acquisition unit 17b are described separately. However, these location information acquisition units can also be integrated into one and configured in the game application, other applications, or the OS.
[0118] The display restriction unit 143g is a module that, during the execution of functions such as "dependency mode" to advance the game in cooperation with other users, specifies the display related to the current position of other users (the users on the dependent side) when the current position of other users (e.g., the user on the dependent side) is close to the current position of the local machine (the user on the dependent side) within a predetermined distance, or when the user on the dependent side enters a predetermined area set on the side of the user on the dependent side.
[0119] The display restriction settings can be arbitrarily configured by the user on the supported side. Besides setting the location (latitude / longitude, administrative units such as prefectures, cities, towns, etc.) or time zone for display restriction, and the distance from the device, the display is generally prohibited. For example, it can be configured to allow display only at any location or time, such as during travel or an event. As a method of display restriction, in addition to prohibiting the display of location information on real or virtual maps, photos of surrounding scenery, and graphic displays, it also includes methods such as notifying the partner of the current location in real time, or setting an arbitrary time difference (e.g., several hours ago) to notify the partner. These display restriction settings can be arbitrarily selected or combined through user operation. When setting a time difference in the current location display, it can be configured to delay the timing of movement reports from the smartphone 1 to the game server 3, or to delay the timing of updates to the location information or notifications from the game server 3 in the supported mode.
[0120] This is because, by having the dependent user incorporate the movement trajectories of other users into their own device or by moving themselves (the dependent user), the game progresses. The dependent user can observe the scrolling of the map or the surrounding graphics representing the current position of the dependent user. Therefore, the dependent user's personal information is known to the dependent user. In this embodiment, by limiting the scope of information disclosure, as the dependent user cannot determine the dependent user, personal information protection can be achieved.
[0121] The event execution processing unit 143h is an event execution processing unit that executes event processing to advance the game when a user operation is appropriately input. Among the user operations obtained through the event execution processing unit 143h, in addition to the selection of items or points, commands related to trajectory input operations that draw a trajectory on the touch screen are also included. The event processing unit 143h executes event processing based on the input commands, such as the shape of the trajectory drawn through the trajectory input operation and its relative position to virtual objects.
[0122] Furthermore, regarding the event execution processing unit 143h, in combat event processing performed via trajectory input operations, the trajectory input method (command), such as the position on the screen for diagonal operations, the input timing, the direction of the trajectory, and the shape change according to the user's position information. The event execution processing unit 143h obtains the current position of the machine from the position information acquisition unit 144 or the external movement record acquisition unit 143f, reads the script data of events generated or unfolded through various trajectory input operations from the memory 15, and executes the event according to the script data corresponding to the current position. Regarding cooperation methods with other users, the event execution processing unit 143h queries the cooperation execution unit 143b to obtain the current status of other users in cooperation (level or points, movement distance, cooperation duration between the two users), and determines the current cooperation method.
[0123] The script data referred to here is a program or data that records the divergences or progress of the game's development. It is tabular data that links the divergences or progress of the game's development with trajectory input operations (commands), location information, and cooperation methods with other users. The event execution processing unit 143h, based on the trajectory operation input by the user, the user's (including other users') current location information, and the cooperation method obtained from the cooperation execution unit 143b (the current status of other users, etc.), refers to the tabular data to select and determine the command to be input, the next event to occur, the effect of the input command, and the progress of the ongoing event.
[0124] The location information acquisition unit 144 is a module that selects and acquires coordinates in the real world. It acquires the current location of the user and other users by using the Global Positioning System (GPS) of artificial satellites, base station positioning based on triangulation of radio wave strength and base station information from base stations, and Wi-Fi positioning using a database that combines Wi-Fi SSID (Service Set ID) and radio wave conditions with latitude and longitude.
[0125] Furthermore, the location information acquisition unit 144 can select any coordinate position generated by user operation or game development to acquire location information or measure movement speed. In addition, the location information acquisition unit 144 also has the function of acquiring the coordinate position of any object, and can search the databases 35a to 3c to obtain the current coordinate position, the coordinate position on the virtual map, or their displacement history.
[0126] In particular, as an arbitrary object, it can retrieve and obtain an object that serves as the user's proxy from each of the databases 35a to 3c, and set its position at any location on the real-world map information or the virtual map information. This proxy object, through the game development processing unit 36 or 141, causes its position on the map information to move automatically according to the game development, either linked to the current position of a specific user or moving automatically according to the game development.
[0127] Furthermore, in the measurement of movement speed performed by the location information acquisition unit 144, instantaneous movement can be detected by the detection signal from the accelerometer 16. When an acceleration exceeding a predetermined value is generated, it is determined that the user is moving. In addition, in the measurement of movement speed, for example, when the user is moving at high speed while riding a vehicle, movement is determined by changes in GPS values. Regarding this high-speed movement, when GPS signals cannot be received in underground areas such as subways or stations, the location information is monitored based on the switching of Wi-Fi, 3G / 4G, and other base stations, and changes in radio wave reception status. When the change in location information is greater than that of normal walking movement, the user is determined to be moving. In addition, in the movement determination based on base station switching, etc., since the change in location information is discontinuous, it is determined that a certain period of time (e.g., about 5 minutes) after movement is considered to be moving. The user's movement distance and movement speed are predicted with a certain range based on the distance between base stations and the amount of radio wave changes.
[0128] Furthermore, in this embodiment, the location information acquisition unit 144 includes a movement path recording unit. This movement path recording unit is a module that calculates and records the movement path and movement speed based on the displacement history of each user or object, such as the current location of the user, the current locations of other users, and the coordinates of any object, acquired by the location information acquisition unit 144. Regarding the calculation of the movement path by this movement path recording unit, for example, the movement path can be determined by connecting two adjacent points in chronological order using the shortest distance, or the path can be determined by referring to geographical information along the route between the two points.
[0129] The display data generation unit 146 is a module that generates the display data displayed by the display unit 13a. Display data is data generated by combining image data, text data, animation data, sound, and other data, in addition to graphic data. Specifically, the display data generation unit 146 in this embodiment functions as both a real-world display data generation unit and a virtual display data generation unit. The real-world display data generation unit generates real-world display data representing the user's current location on the real-world map M1 based on the user's current location obtained by the location information acquisition unit 144. The virtual display data generation unit generates virtual display data representing virtual objects such as characters on a virtual map M2 corresponding to the user's current location based on the current location obtained by the location information acquisition unit 144. The display control unit 145 controls the display processing of the display data generated by the display data generation unit 146.
[0130] For example, the display data generation unit 146, by functioning as a virtual map information generation unit, generates data according to the game development of the game development processing unit 141. Figure 2 The virtual map information M2, as shown, contains coordinate information of other users' roles, virtualized blocks, etc., on the virtual geographic information corresponding to the geographic information on the real map M1. The virtual map information generation unit obtains the geographic features or buildings, roads, railways, etc. contained in the real map M1 accumulated in the memory 15 and the real map database 35a on the network, and, referring to the mapping data accumulated in the memory 15 and the game database 35c, generates virtual world map information as virtual objects (virtual display data) based on the map information of the virtual world corresponding to the real map M1, the characteristics of the characters or objects, information related to event handling, graphic information, etc.
[0131] In addition, in this embodiment, the virtual map M2 is generated by the virtual map information generation unit on the smartphone 1. However, the virtual map M2 corresponding to the geographical information on the real map M1 can also be generated in advance or in real time by the virtual map information management unit 37 of the game server 3, and published to each smartphone 1 through the game data publishing unit 34, thereby achieving synchronization through the synchronization processing unit 142.
[0132] The display control unit 145 is a module that displays both real-world display data and virtual-world display data generated by the display data generation unit 146, displays a selected subset of these data, or displays a portion of one dataset overlapping with the other. The display unit 13a displays the real-world display data and virtual-world display data according to the control of the display control unit 145. The display control unit 145 also functions as a compositing processing unit, which composites the generated real-world display data and virtual-world display data to overlay virtual objects onto the real-world map information. Figure 2In the example shown, virtual objects such as forests, mountains, and rocks are configured at the coordinate locations (coordinate ranges) corresponding to buildings on the real-world map M1.
[0133] Furthermore, the display control unit 145 of this embodiment also functions as a trajectory display unit. This trajectory display unit is a module that displays the user's movement path, another user's movement path, or any object's movement path recorded by the location information acquisition unit 144 as a trajectory on the real map M1 or the virtual map M2. In this embodiment, the trajectory includes blocks that cause virtual objects to be overlaid on the real map information.
[0134] In detail, points Tp are issued corresponding to the distance that user 10 actually moves on the real-world map M1. By consuming these points Tp, the character C1 corresponding to user 10 moves on the virtual map M2, and a block B0 appears adjacent to the movement path. This block B0 constitutes part of the movement trajectory and appears in an inactive state on the real-world map along the movement trajectory. It transitions to an active state corresponding to user selection operations such as touch operations or command inputs. In this embodiment, the series of operations that activate the inactive block B0 through user operation is called "phantomization". This phantomization is as follows: Figure 7 As shown in (a) and (b), when a user touches a block B0 on the screen that is divided into shapes corresponding to the blocks adjacent to the movement path, the touched block B0 is transformed (transferred to an active state), and various blocks B2 to B5 in the virtual map are displayed overlapping with the blocks on the real map M1.
[0135] In addition, other methods for displaying the trajectory using this trajectory display unit include, for example, coloring the movement paths determined by connecting two adjacent points with the shortest distance according to the time sequence of the sampled locations, maintaining a certain width; or coloring the paths determined by referring to geographic information along the route between two points, maintaining a certain width. Furthermore, in the trajectory display of this trajectory display unit, areas or objects that are close to the movement paths of each user or object can be colored and displayed as part of the trajectory on the real map M1 or the virtual map M2.
[0136] This zoning system can color and display administrative districts, city blocks, prefectures, municipalities, and other blocks defined based on actual or virtual geographic information. Within this block-based coloring, blocks that connect to a path determined by the shortest distance between two adjacent points can also be colored, or blocks that connect to a path determined by a route between two points based on reference geographic information can be colored.
[0137] (Game system actions)
[0138] Next, the actions of the game system with the above structure will be explained. In this embodiment, it has the following functions: by consuming points Tp gained from user movement, character C1 moves along the movement path on the virtual map, and the movement trajectory and the transformed area corresponding to the consumed points Tp are recorded and displayed. Furthermore, when a monster appears in the transformed area, an event is triggered to defeat the monster, etc. Based on this result, points Tp are accumulated, or the transformed area expands, thus developing the positional game. Each process will be explained below.
[0139] (1) Game Development Processing
[0140] In this location-based game implementation, the basic concept of the game is to move a virtual character in conjunction with the user's movement in the real world through object control functions, and to transform the blocks corresponding to the movement trajectory. Furthermore, in this system's location-based game, points Tp are issued based on the distance the user moves in the real world. Consuming these points Tp allows the user's corresponding character C1 to move within an extended real world or virtual world, or to transform blocks corresponding to streets, or to generate events such as battling monsters appearing in the transformed blocks, thereby allowing the game to progress.
[0141] That is, a points issuing unit 38 is set up in the game server 3 to issue points corresponding to the movement distance of the user 10 detected by the location information acquisition unit 144 on the smartphone 1 side. Here, points are value information with exchange value and are used as virtual currency units in the virtual world of the game. Furthermore, in this embodiment, corresponding to the number of points, effects obtained by moving the character C1 in the virtual world, or by the movement of characters in the virtual world, such as map transformations, the acquisition of items, etc., are equivalent to the effect of the character C1 actually walking. In addition, the issuance of points and the development of the game are executed in cooperation by the game development processing units 36 and 141, and the game development process and points are recorded in the user database 35b and the game database 35c.
[0142] Furthermore, in this embodiment, points are accumulated based on the user's cumulative movement distance, the number of times they access specific facilities on the map, and their repeated movement within the already transformed area. For example, as... Figure 8As shown, assuming user 10 frequently travels between their home (location A) and their workplace building Bld due to commuting / school, points Tp are awarded based on the frequency of their travel. By consuming these points Tp, the aforementioned transformation process can be achieved. That is, by consuming points Tp, the area between location A and building Bld can be transformed, and by touching this area, the transformed area is overlaid and displayed on the real map. Furthermore, in this embodiment, points obtained in such a transformed area, such as... Figure 9 As shown in (a) to (c), it is already possible to remotely transmogrify the block B0u in areas that have not been explored.
[0143] In this embodiment, the color of the commuting / school route changes to a darker shade corresponding to the number of passes, or the state of the transformed area changes. Furthermore, by recording this route, the number of visits (round trips) to a specific facility (here, a building) is counted, and points are awarded accordingly. These points can be used to take advantage of various special events. These special events allow users to transform previously unvisited areas or obtain special items using the accumulated points.
[0144] Furthermore, in this embodiment, the state of the transformed blocks changes in accordance with the passage of time or the development of the game. Specifically, as... Figure 5 as well as Figure 6 As shown, points Tp are issued corresponding to the movement distance of user 10. By consuming these points Tp, character C1 corresponding to user 10 moves on the real-world map M1. Through the movement of character C1, the blocks corresponding to the streets along that movement path can be transformed (stage F1) by the user touching them on the screen. During this transformation, points Tp are consumed per block. Furthermore, the transformed blocks are as follows... Figure 6 As shown, its state changes in accordance with the passage of time or the development of the game.
[0145] First, as character C1 moves, the information of the unclicked block B1 in the real map M1 is displayed as a blank map in the block adjacent to its movement path. Then, by touching this unclicked block B1, it is transformed like the activated block B2 (stage F1). Additionally, by consuming points Tp, the unclicked block B6, which is far from the movement path, can also be transformed by touching an untouched block (stage F6). Furthermore, in the untouched block B6 transformed by this remote block click, a different image is displayed than that based on the usual local click transformation.
[0146] The transformation activation block B2 migrates to the upgraded activation block B3, which has grown forests and other plants over time (Stage F2). Alternatively, by using special items such as "Catalysts" obtained by consuming Tp points, one can immediately migrate to the "Shining State" without waiting for time to pass. In the upgraded activation block B3, clicking on the block allows for events such as logging forests or harvesting grains. These harvesting events reward points and items, and the transformation is reset, migrating to the inactive block B4 (Stage F3). Clicking within the inactive block B4 for a predetermined time is prohibited, preventing transformation for a certain period and creating a waiting state. After the predetermined time has elapsed in the inactive block B4, it migrates to the active block (unclicked state) B5 (Stage F4), allowing for transformation and cultivation based on clicks again (Stage F5). The state of these transformed blocks changes periodically, thus maintaining gameplay even in conquered territories.
[0147] (2) Points Issuance Processing
[0148] Figure 10 This is a flowchart illustrating the points issuance process described above in this embodiment. As shown in the figure, in the smartphone 1 of user 10, during the execution of the game program, location information acquisition processing and movement speed calculation processing are performed continuously or periodically and reported to the game server 3 (S101). Specifically, the location information acquisition unit 144 acquires the detection value of the accelerometer 16, the displacement of the user's current location, latitude / longitude based on GPS, base station positioning based on triangulation of radio wave intensity and base station information from the base station, and changes in base station positioning based on Wi-Fi using a database obtained by combining the Wi-Fi SSID (Service Set ID) and radio wave conditions with latitude and longitude.
[0149] In game server 3, which receives location information reports from user terminals, the cumulative path of each user is recorded (S201), and the movement amount (cumulative movement distance) of each user is calculated and accumulated. Until the accumulated movement amount exceeds a certain threshold, the recording of the accumulated path continues ("No" in S202). When the accumulated movement amount exceeds a certain threshold ("Yes" in S202), the points corresponding to that movement amount are issued as value information (S203). The issued points are then claimed on the user's smartphone 1 through downloading or other means (S102).
[0150] On the user's smartphone 1, the character C1 moves on the virtual map M2 corresponding to the points received (S104), or the points can be accumulated. Furthermore, as the user 10 continues to move and repeatedly generates points ("No" in S103), when a certain amount of points is accumulated ("Yes" in S103), special events can be performed, such as transforming adjacent road segments or unvisited segments, or purchasing items (S105). The user can selectively utilize these special events corresponding to the number of points. The user can arbitrarily select available special events and execute the special event through a request. The operation of the utilization request is performed based on the event generation processing corresponding to the number of points.
[0151] When a user selects to utilize an event, the accompanying event progresses. Through the user's touch operation, the event transforms into adjacent blocks or untouched blocks (S105), and the result of the operation is reported to the game server 3. On the game side that receives the event progress report, the game proceeds according to the progress of the event (S204). Before the game ends ("Yes" in S106 and S205), the above-mentioned points are repeatedly issued, and the event progresses based on the accumulation and utilization of points ("No" in S106 and S205).
[0152] (3) Various game modes
[0153] Next, the various game modes executed by the event handling unit will be described. In this embodiment, "Monster Paint Mode", "Reliance Mode", and "Companion Mode" are provided.
[0154] (3-1) Monster Paint Mode
[0155] In the normal mode, game progression corresponds to the amount of actual user movement. Therefore, the game may not progress as the user expects if the user doesn't go to places they don't normally visit or don't have time to go. In this embodiment, the game is enhanced by having a virtual monster or other character (a proxy object) move in a way that is separate from the user's movement.
[0156] This game mode uses a virtual proxy object AO, such as a monster, mascot, or character, associated with the user. AO moves virtually on a real-world map M1 according to a predetermined algorithm, even if the user is not actually moving in the real world. This expands the movement trajectory and advances the game. This monster-themed mode, aside from situations where the user cannot move, can also capture the user's movement or the proxy object's virtual movement when the terminal is powered off, the application is not running, or no user movement is detected. As the user moves in the real world and the proxy object moves virtually, blocks appear along their movement trajectories.
[0157] Specifically, the proxy object control unit 143e causes virtual proxy objects AO, such as monsters, mascots, or characters associated with the user, to move virtually on the real-world map M1 according to a predetermined algorithm. Examples of this "predetermined algorithm" include selecting the shortest route based on a user-specified location or event, or exploring areas untouched by the user and selecting a route.
[0158] In detail, for example, Figure 16 As shown in (a), it can be configured such that: by performing an operation released at the current location of user 10a, a separate action event of the proxy object is initiated. The proxy object AO begins to move freely on its own, going to any location (location B in the figure) via any path (e.g., path R11) according to a predetermined algorithm. Then, as shown in (b) of the figure, it returns to the user's current location or the coordinates set by the user via path R12. The proxy object automatically moves its position on the map information as the game progresses through the game development processing unit 36 or the proxy object control unit 143e. Therefore, it is linked to the current location of the determined user, or it can move automatically according to a predetermined algorithm.
[0159] Furthermore, the proxy object can record the movement path on behalf of the owner, i.e., the user. That is, for the proxy object, the proxy object control unit 143e also calculates the movement path or movement speed based on the user's current position obtained by the location information acquisition unit 144, or displacement history based on user operations or control by the game server 3, and records it as a movement trajectory. Regarding the movement path calculation performed by the proxy object control unit 143e, for example, the movement path can be determined by connecting two adjacent points sampled in time sequence with the shortest distance, or by determining the path along the route between two points with reference to geographical information. Furthermore, the movement trajectory of the proxy object AO recorded and calculated by the proxy object control unit 143e is forwarded to the movement trajectory change unit 143c and added to the user's own movement trajectory. The display data generation unit 146 generates a graphic of the proxy object AO or the character C1 moving along the movement trajectory, which is displayed by the display control unit 145. Players can operate on the illusion blocks that appear due to the addition of the movement trajectory, or perform game operations such as fighting monsters that appear in the illusion blocks.
[0160] Here, we will explain the individual action events of the proxy objects mentioned above. Figure 16 This is an explanatory diagram of the individual action events of the proxy object in this embodiment. Figure 17 This is a flowchart representing the action process of a single action event of the proxy object. Here, for example... Figure 16As shown, the example illustrates the scenario where user 10a releases the proxy object AO at their current location (location A), moves to location B under the control of game server 3, and then returns to user 10a at location A. Additionally, Figure 16 The image shows user 10a displayed as role C1.
[0161] User 10a, at the current location, performs the operation of releasing the proxy object AO via smartphone 1a (S501). Here, as... Figure 16 As shown in (a), user 10a releases a proxy object AO at location A. By releasing the proxy object AO, a separate action event for the proxy object AO is generated on smartphone 1a. Specifically, the following separate action event is generated: the location information acquisition unit 144 selects the proxy object AO, which is set at any location on the real map M1 or the virtual map M2, as the monitoring object according to the user's operation, and the game development processing unit 36 or 141 automatically moves the coordinate position of the proxy object AO on each map information according to a predetermined algorithm.
[0162] Next, a proxy object release report is sent to game server 3 upon the generation of this individual action event. Upon receiving the proxy object release report, game server 3 registers the proxy object event (S601) and begins movement control of proxy object AO (S602). Thus, proxy object AO moves automatically on its own. Furthermore, here, the user returns to location A via location B through path R12. Regarding the round-trip paths R11 and R12, user 10a moves proxy object AO while searching unexplored areas. The movement record of proxy object AO is a displacement history, which is published to smartphone 1a as location information (S603). Smartphone 1a updates the location information of proxy object AO, and the path is displayed on the map (S502).
[0163] In step S502, the proxy object control unit 143e records and calculates the movement trajectory of the proxy object. The calculated movement trajectory of the proxy object AO is forwarded to the movement trajectory modification unit 143c and added to the user's own movement trajectory. The display data generation unit 146 generates a graphic showing the proxy object AO or the character C1 moving along the movement trajectory, which is displayed by the display control unit 145. The user can then perform actions such as manipulating the illusion blocks that appear due to the addition of the movement trajectory, or engaging in game operations such as battling monsters appearing in those illusion blocks (S503). In battles generated by the movement trajectory of the proxy object AO, the actions set to be executable may differ in effect.
[0164] After that, as Figure 16As shown in (b), when the proxy object AO returns to the user, the game server 3 executes the process of ending the movement control of the proxy object AO (S604) and reports the end of the proxy object event to the smartphone 1a side (S605). Upon receiving the report, the proxy object event is ended on the smartphone 1a side (S504).
[0165] (3-2) Reliance Pattern
[0166] Dependency mode is a mode where a user's movement is synchronized with the movement of other users, delegating the development of their game to the development of other users' games. In this dependency state, processing based on the movement of other users involves the user moving on the dependency side, observing the graphics accompanying the movement of other users, scrolling the map, or performing visual effects.
[0167] Specifically, when developing the game in collaboration with other users, while the users and other users are in a predetermined communication area, the collaboration authentication unit 143a detects the recognition operation of the users and other users, and recognizes the entrustment of one party to the other party's game development in the case of mutual recognition, that is, the start of the mode.
[0168] Upon completion of authentication by the collaboration authentication unit 143a, the collaboration execution unit 143b performs collaboration processing with other users according to predetermined conditions. The movement trajectory change unit 143c can add or replace the movement trajectory of other users obtained by the other user location information acquisition unit 143d to the local machine's movement trajectory, thereby acquiring it as its own movement trajectory. Regarding this collaboration processing, even in states where power is off or the application is not running and user movement cannot be detected, the movement of other users is reflected in the local machine's movement trajectory. Furthermore, during the execution of this dependency mode, when the current position of other users is within a predetermined distance of the local machine's current position, the display related to the current position of other users is restricted.
[0169] Here, we will explain the "reliance pattern event" where the development of one's game is entrusted to other users. Figure 18 This is an explanatory diagram illustrating the dependent mode events of this embodiment. Figure 19 This is a flowchart illustrating the action process of a dependent mode event. Here, we will use the example of user 10a delegating their game progression (the formation of their movement trajectory) to user 10b, and releasing the dependent mode at user 10b's movement destination. Additionally, Figure 18 The image shows the status of user 10a as role C1 and user 10b as role C2.
[0170] like Figure 19As shown, user 10a performs an operation on their own smartphone 1a in a delegated dependency mode for user 10b (S801). Here, as... Figure 18 As shown in (a), at location A, user 10a delegates a dependency mode to user 10b. The delegation operation is accepted, and the dependency mode is acknowledged on user 10b's smartphone 1b (S901). Thus, a delegation / acceptance event of the dependency mode is generated on both smartphone 1a and smartphone 1b.
[0171] Specifically, the following commissioning event is generated: the location information acquisition unit 144 on the smartphone 1a side acquires the current location of the smartphone 1b in the real world, selects the coordinate position of the monitoring object, the game development processing unit 36 or 141 sets the starting location of the dependent mode according to the current location of the user 10b, and the position of the user 10a moves automatically as the user 10b moves according to the movement of the smartphone 1b and the control of the game server 3.
[0172] Upon the generation of this delegation event, a delegation report or a delegation acceptance report is sent to the game server 3 (S802). This report can be sent from the delegation side (smartphone 1a) as a delegation report, or from the delegation side (smartphone 1b) as a delegation acceptance report. Furthermore, both smartphones 1a and 1b can report on delegation and delegation. Upon receiving these reports, the game server 3 registers the subject of the delegation event in the database (S701). Additionally, based on the registration of the delegation event, as initial processing, the start location of the delegation mode should be set between smartphones 1a and 1b, and location information should be synchronized (S803).
[0173] Afterwards, user 10b and user 10a, who were entrusted with the dependency mode, each move to an arbitrary location. Furthermore, before releasing the dependency mode, user 10b's destination, i.e., the current location of smartphone 1b, is always reported to the game server 3 ("No" in S902 and S903). During this process, the game server 3 receives the movement report from smartphone 1b, updates the dependency mode location information in the database (S702), and sends a notification of the updated location information to smartphone 1a (S703).
[0174] Upon receiving the movement report notification in step S703, smartphone 1a updates its own location information in the dependency mode and synchronizes it with the information on the game server 3 side (No in S804 and S805). Thus, the movement of the proxy object AO is recorded as displacement history on the game server 3 side, and even on smartphone 1a side, the location of the own device in the dependency mode, i.e., the current location of the actual smartphone 1b and its movement path, can be displayed on the map. Furthermore, the user terminal's movement report can be sent directly from smartphone 1b to smartphone 1a, achieving synchronization between smartphone 1a and smartphone 1b. During the execution of this dependency mode, processing is performed on smartphone 1a side to display the movement of smartphone 1b in the form of map scrolling or graphics.
[0175] Additionally, during the execution of this dependency mode, when the current location of other users is within a predetermined distance of the current location of this machine, the display related to the current location of other users is restricted. More specifically, as... Figure 20 As shown, when the current position of another user (e.g., the user on the dependent side) is within a predetermined distance of the current position of the local machine (the user on the dependent side) (within a predetermined radius area A10 centered on user 10b in the illustrated example), or when the user on the dependent side enters a predetermined area set on the side of the user on the dependent side, the display restriction unit 143g and the game server 3 restrict the display related to the current position of other users (the user on the dependent side).
[0176] The display restriction settings can be arbitrarily set by the user on the supported side. Besides setting the location (latitude / longitude, prefecture, city, town, village, etc.) or time zone for display restriction, and the distance from the machine, the following settings are typically possible: disabling display, and allowing display only at arbitrary locations or times, such as during travel or during events. As methods of display restriction, in addition to disabling the display of location information on real or virtual maps, capturing surrounding scenery, and displaying graphics, examples include not notifying the partner of the current location in real time, setting an arbitrary time difference (e.g., several hours ago), and then notifying the partner. These display restriction settings can be arbitrarily selected or combined through user operation. When a time difference is set for the display of the current location, the timing of the movement report at the time point in step S902 can be delayed, and the timing of the game server 3 updating the location information in the support mode or its notification at the time point in step S702 or S703 can also be delayed.
[0177] Then, when user 10a or user 10b performs a release operation on smartphone 1a or 1b from any location ("Yes" in S805 or S903), a report of this purpose is sent from the terminal that performed the release operation to the other terminal and game server 3. Upon receiving the release report, game server 3 executes the end-of-dependency-mode event processing (S704), reporting the end of the dependency mode event to smartphones 1a and 1b (S705). Upon receiving the report, the dependency mode event is ended on smartphones 1a and 1b (S807 and S905).
[0178] (3-3) Companionship Mode
[0179] Companion Mode is a mode where users with a secure and trustworthy relationship, such as family or friends, can delegate or collaborate on game progression. In this Companion Mode, there is a companion mode where, when two family members or close friends move along the same path, the size or number of generated blocks increases, movement speed is accelerated, and combat attack power is increased. In this companion mode, collaboration occurs when other users' current positions are close to the user's current position within a predetermined distance, and the user's movement trajectory is consistent with the other users' movement trajectories. Furthermore, in Companion Mode, there is a delegation mode where a user's movement is synchronized with that of a close user, such as a family member or friend, allowing the user to delegate their game progression to another user. In this Companion Mode, for example, when the user and other users are within a predetermined communication area such as the same Wi-Fi area or a Bluetooth short-range network, delegation or companion mode is allowed based on the recognition actions performed by the user and other users.
[0180] (3-3-1) Accompanying companionship mode
[0181] Here, we will explain the "accompaniment mode" in the "accompaniment mode event" where two family members or close friends move along the same path. Figure 21 This is an explanatory diagram illustrating the companion mode of this embodiment. Figure 22 This is a flowchart illustrating the action process of an event in the Companionship Delegation mode. Here, we'll use the example of two family members, user 10a and user 10b, traveling along the same path and progressing the game. Additionally, Figure 21 The image shows the status of user 10a as role C1 and user 10b as role C2.
[0182] In detail, in the usual pattern, such as Figure 21As shown in (a), user 10a moves alone. However, in this companion mode, as shown in (b) of the figure, when two family members or close friends move along the same path, the size or number of the transformed blocks increases, the movement speed increases, and the attack power in combat increases. In this companion mode, cooperative processing is performed when the current position of other users is close to the current position of the user within a predetermined distance, and the user's movement trajectory is consistent with the movement trajectory of other users.
[0183] Specifically, such as Figure 22 As shown, users 10a and 10b are in a communication area, such as the same Wi-Fi area or the same Bluetooth short-range network within a house. Users 10a and 10b perform an acceptance operation within this communication area NA, thus establishing a "companionship" as partners. Only during this companionship can they perform delegation or companionship modes. Here, using a smartphone 1 that can connect to the communication area NA (e.g., Wi-Fi) in location A (step S1100), the companionship mode can be utilized. Furthermore, this predetermined communication area NA includes, in addition to the same Wi-Fi network or Bluetooth short-range network, a range capable of transmitting and receiving infrared or sound signals.
[0184] Furthermore, within the communication area NA, users 10a and 10b perform the operation of mutually recognizing each other as companions on their own smartphones 1a (S1101, S1201). Here, as... Figure 21 As shown in (b), at location A, users 10a and 10b mutually acknowledge each other as companions. Thus, companionship establishment processing begins on smartphones 1a and 1b.
[0185] Specifically, the location information acquisition units 144 of smartphones 1a and 1b acquire their current real-world locations, and the game development processing unit 36 or 141 sets the start location of the companion mode based on the current locations of users 10a and 10b, thus establishing companionship.
[0186] Upon establishing companionship, a companionship establishment report is sent (S1102). This report can be sent from either smartphone 1a or smartphone 1b, or from both smartphones 1a and 1b. On the game server 3 side, which receives these reports, the purpose of the companionship event is registered in the database (S1001). Furthermore, based on the registration of the companionship event, as an initial process, the start location of the companionship mode should be set between smartphones 1a and 1b, and location information should be synchronized (S1103).
[0187] Subsequently, users 10a and 10b, who are paired together, move to any location. Furthermore, until users 10a and 10b become separated, their destination and current location are consistently reported to game server 3 ("Yes" in S1202 and S1203, "Yes" in S1104 and S1105). During this period, game server 3 receives movement reports from smartphones 1a or 1b and updates the location information of the companion mode in its database (S1002).
[0188] During this companion mode, the size or number of the transformed blocks increases, movement speed accelerates, or attack power in combat increases. Furthermore, when user 10a or user 10b separates at any location ("Yes" in S1105 or S1203), a report of this event is sent from one of the terminals to game server 3 (S1106 and S1204). Upon receiving the separation report, game server 3 executes the process of ending the companion mode event (S1003, reporting the end of the companion mode event to smartphones 1a and 1b (S1004)). Upon receiving the report, the companion mode event is ended on smartphones 1a and 1b (S1107 and S1205). Alternatively, while the separation report is sent from smartphone 1 to game server 3, game server 3 can also monitor the distance between smartphones 1a and 1b, and if the distance exceeds a predetermined limit, game server 3 will initiate the event termination process.
[0189] (3-3-2) Companionship Commission Model
[0190] Next, we will explain the "companionship delegation mode" in the "companionship mode incident," in which a user delegates their own mobility to other users in a close relationship, such as family members or friends. Figure 23 This is an explanatory diagram illustrating the companionship entrustment mode of this embodiment. Figure 24 This is a flowchart illustrating the action process of a companionship delegation event. Here, we will use the example of a family member, user 10a, delegating their game progression (the formation of movement trajectories) to user 10b. Additionally, Figure 23 The statuses shown are: user 10a is displayed as role C1, and user 10b is displayed as role C2.
[0191] like Figure 23As shown, users 10a and 10b are, for example, in a communication area such as the same Wi-Fi zone or the same Bluetooth short-range network formed within a house. Users 10a and 10b perform an acknowledgement operation within this communication area NA, thus establishing a "companionship" as partners. Only during companionship can delegation or companionship modes be executed. Here, a smartphone 1 capable of connecting to the communication area NA (e.g., Wi-Fi) in location A is used, and the smartphone is connected to a communication network (…). Figure 24 In step S1400), the companion mode can be utilized. In addition, the predetermined communication area NA includes not only the same Wi-Fi network and Bluetooth-based short-range network, but also the range for transmitting and receiving authentication signals based on infrared or sound, and the range for receiving actions such as shaking the terminal, so that it can be performed even outdoors.
[0192] And, as Figure 24 As shown, within the communication area NA, user 10a performs an operation on their smartphone 1a to delegate companionship mode to user 10b (S1401). Furthermore, if it cannot be confirmed that both users are within the communication area NA, an error display is executed, and a message recommending another mode, namely "relying mode," is output, automatically transferring to the acceptance process for the aforementioned "relying mode." Here, as shown in FIG23(a), user 10a delegates companionship mode to user 10b at location A. The delegation operation is accepted, and an operation to acknowledge companionship mode is executed on user 10b's smartphone 1b (S1501). Thus, a delegation / acceptance event for companionship mode is generated on both smartphone 1a and smartphone 1b.
[0193] Specifically, the following commissioning event is generated: the location information acquisition unit 144 on the smartphone 1a side acquires the current location of the smartphone 1b in the real world, selects the coordinate position of the monitoring object, the game development processing unit 36 or 141 sets the companion mode start location according to the current location of the user 10b, and the location of the user 10a moves automatically as the user 10b moves according to the movement of the smartphone 1b and the control of the game server 3.
[0194] Upon the generation of this delegation event, a delegation report or a delegation acceptance report is sent to the game server 3 (S1402). This report can be sent as a delegation report from the delegation side (smartphone 1a) or as a delegation acceptance report from the delegation side (smartphone 1b). Furthermore, delegation and delegation can be reported from both smartphones 1a and 1b. Upon receiving these reports, the game server 3 registers the subject of the companion mode delegation event in the database (S1301). Additionally, based on the registration of the companion mode delegation event, as initial processing, the start location of the companion mode should be set between smartphones 1a and 1b, and location information should be synchronized (S1403).
[0195] Afterwards, user 10b, who was entrusted with the companion mode, separates from user 10a and moves to any location. Furthermore, before releasing the companion mode, user 10b's destination, i.e., the current location of smartphone 1b, is always reported to game server 3 ("No" in S1502 and S1503). During this period, game server 3 receives the movement report from smartphone 1b, updates the location information of the companion mode in the database (S1302), and sends a notification of the updated location information to smartphone 1a (S1303).
[0196] Upon receiving the movement report notification, smartphone 1a updates its location information in companion mode and synchronizes it with the information on game server 3 (No in S1404 and S1405). Thus, the movement of the agent object AO is recorded as displacement history on game server 3, and even on smartphone 1a, the location of the device in companion mode, i.e., the current location of the actual smartphone 1b and its movement path, can be displayed on the map. Furthermore, the user terminal's movement report can be sent directly from smartphone 1b to smartphone 1a, enabling synchronization between smartphone 1a and smartphone 1b. During the execution of companion mode, processing is performed on smartphone 1a to display the movement of smartphone 1b in the form of map scrolling or graphics.
[0197] Then, when user 10a or user 10b performs the operation to release companion mode via smartphone 1a or 1b from any location ("Yes" in S1405 or S1503), a report of this event is sent from the terminal that performed the release operation to the other terminal and game server 3. Upon receiving the companion mode release report, game server 3 performs the processing of the end companion mode event (S1304), and reports the end of the companion mode event to smartphones 1a and 1b (S1305). Upon receiving the report, the companion mode event is ended on smartphones 1a and 1b (S1407 and S1505).
[0198] (4) Batch input operation processing
[0199] Next, the batch input processing during events will be explained. In this embodiment, when the game development processing unit 141 approaches a monster M0 that exists in a holographic area, it encounters the monster and performs event processing such as a battle.
[0200] In this embodiment, the game development processing unit 141 has the following input interface control function: when passing through an event generation area, if an event is encountered and an event is generated, the operation that would normally be individually input to each monster is executed through a single batch end operation during that event. In this game development processing unit 141, normally, for each of the multiple processing objects (monsters M0, etc.) appearing in a fixed event processing, an individual input step is executed to receive user input. However, depending on the user's selected operation, instead of this individual input step, a batch end operation step is set up to perform a single batch end operation that enables batch processing of multiple monsters. By using this batch end operation input, the game progresses when all multiple monsters have been processed, and the event processing is executed.
[0201] The event processing unit 143 of the game development processing unit 141 in this embodiment includes an event execution processing unit 143h, which executes event processing to advance the game when a user operation is appropriately input. The user operation obtained by the event execution processing unit 143h is a trajectory input operation that draws a trajectory on the touch screen, and the event processing unit 143 performs event processing based on the shape of the trajectory drawn by the trajectory input operation and its relative position with respect to a virtual object.
[0202] Here, as the individual inputs typically performed above, there is a trajectory input operation for each input of the monster M0 that appears in the battle. For example, this trajectory input operation is as follows: Figure 12 As shown in (a), there is a slash operation Ac1 where a slash is quickly input on the touch panel. The monster M0 is an object that moves relative to the background Bg in the virtual space. It is displayed as moving relative to the background Bg, thus appearing to move around in the virtual space. The slash operation Ac1 represents an attack such as when the user-controlled character strikes the monster M0 with a sword.
[0203] Furthermore, the damage inflicted on monster M0 is determined according to various parameters, such as whether or not it comes into contact with the monster M0. Here, monster M0 refers to the position, timing, direction, shape, and event handling object of the trajectory depicted by the diagonal operation Ac1. Additionally, in the diagonal operation Ac1 of this embodiment, such as... Figure 12As shown in (b), when drawing a diagonal line while the screen is touched, by maintaining a so-called "long press" state in the same position, an arrangement is made to accumulate energy corresponding to the length of time the position is held. Damage corresponding to the accumulated energy can then be applied to the monster M0. Furthermore, as a trajectory input operation, such as... Figure 13 As shown, it includes methods such as: drawing text, symbols, graphics, etc. such as ○ or ×, △ on the touch panel, like a signal or action when casting magic, and inputting the signal Ac2 corresponding to the user's current position or the type of monster M0.
[0204] Furthermore, in this embodiment, for these trajectory input operations, by adding images or objects such as displaying monster M0 holding a shield or setting obstacles, the characteristics of monster M0, such as defensive actions or resistance, are altered, thus mitigating the damage caused by the trajectory input operations. In addition, besides reducing the character's stamina or mana parameters in accordance with the effectiveness of the trajectory input operations, arrangements are also made to consume points (Tp) or accelerate the limitation time.
[0205] Furthermore, in this embodiment, in the battle event processing (battle game against enemy characters such as monsters displayed in virtual space) executed through trajectory input operations, the form (command) of the trajectory input through the trajectory input operation, for example, the position on the screen of the diagonal operation, the timing of the input, the direction of the trajectory, and the shape change according to the user's position information. Specifically, the event execution processing unit 143h obtains the current position of the machine from the position information acquisition unit 144 or the external movement record acquisition unit 143f, reads the script data of events generated or unfolded through various trajectory input operations from the memory 15, and executes the event according to the script data corresponding to the current position. For the cooperation mode with other users, the event execution processing unit 143h queries the cooperation execution unit 143b to obtain the status of other users in the cooperation (level or score, movement distance, duration of cooperation between the two users), and determines the current cooperation mode.
[0206] The script data referred to here is a program or data that records the divergences or progress of the game's development. It is tabular data that links the divergences or progress of the game's development with trajectory input operations (commands), location information, and the cooperation methods of other users. The event execution processing unit 143h refers to the tabular data based on the trajectory operations input by the user, the current location information of the user (including other users), and the cooperation methods obtained from the cooperation execution unit 143b (the current status of other users, etc.). From this, it selects and determines the command to be input, the next event to occur, the effect of the input command, and the progress of the event in progress.
[0207] For example, based on the user's current location, the available commands such as "local items" or "local magic" change. This is read from script data associated with that current location, and the corresponding command input (signals or actions based on trajectory input) changes accordingly. By inputting the appropriate command, the unfolding of the event changes. Furthermore, in the execution of the aforementioned "monster paint job function," "dependency mode," or "companion mode," the signals or actions that should be input through trajectory input change based on the virtual proxy object associated with the user and the collaboration method with other users, referring to the aforementioned script data.
[0208] Furthermore, the effects of commands such as item usage or magic executed through this trajectory input operation also vary depending on the user's location information, the virtual proxy object associated with the user, and the mode of cooperation with other users. For example, in the case of the dependent mode, the combined or differing values of the current status, points, experience points, and accumulated distance of the dependent and supported users, as well as the shape of the trajectory that should be input corresponding to the mode of cooperation at that point in time, will affect the effect of the input command. Moreover, in the aforementioned companion mode, the shape of the trajectory that should be input or the effect of the input command will change depending on the current status or points of the other users in the companion mode.
[0209] On the other hand, as a batch termination operation, for example... Figure 14 The diagram shows operations such as tilting smartphone 1 to exclude monsters from the screen, shaking smartphone 1 to knock all monsters out of the frame, or blowing air into the microphone to input noise based on wind pressure. Furthermore, for each of these multiple processing targets (monsters), a life point or level is set as a threshold required to complete processing. In batch operation input, only monsters with a threshold below a predetermined value are eliminated; for monsters exceeding a certain threshold, the aforementioned individual input is requested. Additionally, as a batch end operation, such as... Figure 15 As shown, the aforementioned diagonal line operation Ac1 and other trajectory input operations are performed on the monster M0 that is superimposed on the real map M1. In this case, for example, the following conditions can be set: a phantom block B0 appears in an inactive state on the real map M1, the monster M0 is displayed on the inactive phantom block B0, and the phantom block B0 is activated by executing an event handling process such as destroying the monster M0.
[0210] Furthermore, in this embodiment, for the trajectory input of batch completion operations, an image deformation or object such as monster M0 holding a shield or setting up an obstacle is added to display. This causes changes in the defensive actions or resistances of monster M0, thus mitigating the damage from trajectory input operations. In addition, monsters that are destroyed and surviving appear, corresponding to the resistances set for each monster M0. Moreover, corresponding to the effectiveness of each trajectory input operation, in addition to reducing parameters such as the user's character's health or magic power, arrangements are made to consume points Tp or accelerate the limitation time.
[0211] Furthermore, in the trajectory input for the aforementioned individual input operations and batch termination operations, actions such as blowing air or tilting the smartphone 1 are used to perform subtraction or addition calculations to reduce the number of monsters M0 or decrease their resistance and defense. Then, when performing individual input operations on the surviving monsters M0, the parameters obtained from these subtractions and additions are used for trajectory input operations. Additionally, the aforementioned individual input operations or batch termination operations can only be performed when the user is moving or stationary in the real world.
[0212] This section provides a detailed explanation of how to handle such batch input operations. Figure 11 This is a sequence diagram representing the actions related to event handling. First, during game progression, location information is periodically obtained from each smartphone 1 and sent to the game server 3 (S401 and S301). On the game server 3 side, points are issued according to the movement distance of each user (S302), and the issued points are sent to the smartphone 1 side to be given to the user (S303). On the smartphone 1 side, the given points are received, and the points are used according to the user's actions. Thus, the character C1 can move on the virtual map or transform blocks (S402).
[0213] Then, during the event processing that generates a battle (S403 "Yes"), if the user selects batch processing (S404 "Yes"), individual processing is omitted, and the event progresses through a batch end operation. Furthermore, if the user does not select batch processing, standard individual input is requested (S406). Alternatively, batch processing can be performed through any selection by the user, but for example, by monitoring the movement speed of the device's current position obtained by the location information acquisition unit 144 on the smartphone 1 side, if the user's movement speed is above a predetermined value, batch processing can be forcibly executed during the event processing. In this case, the game development processing unit 141, in events where batch processing is possible, forcibly selects the batch end operation instead of multiple typical operations, omitting individual input operations and ending the battle to progress the game. At this time, if the user's movement speed is above a predetermined value, lowering the level of the monster appearing in the battle can increase the success rate of batch end.
[0214] On the other hand, if batch processing (S404 "Yes") is performed and all monsters are defeated (S405 "Yes"), the event processing is executed and notified to the game development processing unit 141 on the game server 3 side via the synchronization processing unit 142 (S407). Synchronization processing is performed on the game server 3 side (S304), and the result of this executed event processing is reflected in subsequent game development processing (S305). On the other hand, if batch processing is not selected in step S404 (S404 "No"), or if the monsters are not defeated in batch processing (S405 "No"), individual fixed input is accepted (S406), and the battle unfolds and is executed as usual. Then, after the battle ends, the result is sent to the server side for synchronization processing (S407). On the game server 3 side that receives the report, synchronization processing is performed (S304), and the result of the battle is reflected in subsequent game development processing (S305).
[0215] The above process is repeated before the game ends (S408 "No"). When the game processing operation is performed (S408 "Yes"), the game ends.
[0216] (Function / Effect)
[0217] As explained above, according to this embodiment, in a location-based game that develops in a virtual world in relation to the user's movement distance in the real world, a virtual proxy object AO associated with the user can be virtually moved on the real-world map M1 according to a predetermined algorithm to advance the game. This can be done even when the user doesn't go to a location or doesn't have time to go. In this embodiment, the proxy object is automatically acquired by the OS-side location information acquisition unit 17b on the OS side of the smartphone 1 or the location information management unit 32 on the game server 3 side. Therefore, the game can proceed automatically even if the game application is not running or the smartphone 1 is powered off.
[0218] Furthermore, according to this embodiment, since a "dependency function" is provided, the movement of other users can be reflected in one's own game development, thus enabling one's own game to progress. Moreover, through the "dependency function," communication with other users can be achieved, and the game can progress.
[0219] Furthermore, according to this embodiment, the so-called "companion function," which performs cooperative processing when a user's movement trajectory coincides with that of other users or when they are within a predetermined communication area, allows for movement alongside other users or delegation of movement to other users. Thus, when moving with close users or delegating to family members, changes can be made to the effects of illusions, attack power during battle events, or items, enabling communication with other users. However, by providing opportunities for communication with other users to increase game scores or expand gameplay, the entertainment value of the game can be enhanced.
[0220] Furthermore, in this embodiment, a so-called "companion function" is set to perform cooperative processing when a user's movement trajectory is consistent with that of other users or when the user is within a predetermined communication area. This makes the definition of a user's movement in the game relational to other users, enabling communication with other users and progressing the game. Thus, the entertainment value of the game can be enhanced through the diversification of gameplay.
[0221] Furthermore, according to this embodiment, in games where fixed event handling is executed sequentially like in role-playing games, user operations that draw a trajectory are input on the touch screen, and event handling is executed based on the shape of the drawn trajectory and its relative position to the virtual object. Therefore, command input using diagonal lines drawn as if in contact with a virtual object, or text or graphics corresponding to the user's current position, can be performed. This can diversify the operations for handling events such as battles that occur in the game, thereby enhancing the entertainment value of the game.
[0222] Symbol Explanation
[0223] AO… proxy object
[0224] Block B0…
[0225] B0u…block
[0226] B1…Unclicked status block
[0227] B2…Activation Block
[0228] B3…Upgraded Activation Block
[0229] B4…Inactive Block
[0230] B5…Activated Block (Unclicked)
[0231] B6… Blocks not involved
[0232] Bld… buildings
[0233] C1, C2… Roles
[0234] M0…Monster
[0235] M1…Real-world map
[0236] M2…Virtual Map
[0237] Tp…points
[0238] 1(1a, 1b)...Smartphones
[0239] 2…Internet
[0240] 3…game server
[0241] 10(10a, 10b)...users
[0242] 11…Communication Interface
[0243] 12… Input Interface
[0244] 12a…Touch Panel
[0245] 13… Output Interface
[0246] 13a… Display Section
[0247] 14…Application Execution Unit
[0248] 15… Memory
[0249] 16…Acceleration sensor
[0250] 17…CPU
[0251] 17a…OS
[0252] 17b…OS-side position information acquisition unit
[0253] 21… satellite
[0254] 22… wireless base stations
[0255] 31…Communication Interface
[0256] 32…Location Information Management Department
[0257] 33…Certification Department
[0258] 34…Game Data Release Department
[0259] 35a…Real-world map database
[0260] 35b…User Database
[0261] 35c…Game Database
[0262] 35d…Integral Database
[0263] 36…Game Development Department
[0264] 37…Virtual Map Information Management Department
[0265] 38…Points Issuance Department
[0266] 141…Game Development Department
[0267] 142…Synchronization Processing Department
[0268] 143… Incident Handling Department
[0269] 143a… Collaborative Certification Department
[0270] 143b… Collaborative Execution Department
[0271] 143c…Motion Trajectory Change Department
[0272] 143d…Other User Location Information Acquisition Department
[0273] 143e…Proxy Object Control Department
[0274] 143f…External Motion Record Acquisition Department
[0275] 143g… Display Limitation Section
[0276] 143h… Incident Execution and Handling Department
[0277] 144…Location Information Acquisition Department
[0278] 145… Display Control Unit
[0279] 146… Displays the data generation section.
Claims
1. An input interface system for a game that develops in a virtual world according to points given in relation to the distance of movement of a user in a real world, sequentially executing event processing that occurs with the movement of the user, characterized by comprising: a virtual display data generation section that generates a virtual object, i.e., a virtual object, in accordance with the development of the game with the movement of the user; a synthesis processing section that causes the generated virtual object to be superimposed and displayed on real map information; an input unit that accepts input of a user operation with respect to a virtual object that appears in the event processing; and an event execution processing unit that executes the event processing to develop the game in the case where the user operation is appropriately input to the input unit, wherein the virtual object has a planar shape corresponding to geographical information in the real world and includes a block that partially or entirely covers the real map, in the case where the virtual object is the block, the block appears on the real map in an inactive state and migrates to an active state in correspondence with a selection operation of the user, in the case where a plurality of processing objects appear on the block that becomes the active state, individual input steps that individually accept input of a user operation are executed, the user operation is a trajectory input operation that traces a trajectory on a touch screen, and the event execution processing unit executes the event processing based on the shape of the trajectory traced by the trajectory input operation and the relative position with respect to the virtual object that becomes the processing object of the individual input step in the event processing.
2. The input interface system according to claim 1, wherein the trajectory input operation is a diagonal line traced in contact with the virtual object that becomes the processing object of the individual input step.
3. The input interface system according to claim 1, wherein the trajectory input operation is a character or a figure corresponding to the current position of the user.
4. The input interface system according to claim 1, wherein the virtual object that becomes the processing object of the individual input step is an object that relatively moves with respect to a background within a virtual space.
5. The input interface system according to claim 1, wherein the virtual object is an object that is superimposed and displayed on real map information.
6. The input interface system according to claim 1, wherein in the event processing executed by the trajectory input operation, at least one of the form of the trajectory input by the input operation and the effect of a command executed in accordance with the trajectory changes in accordance with the position information of the user, a virtual agent object associated with the user, and a cooperative manner with another user.
7. A program that causes a computer to function as: a virtual display data generation section that generates a virtual object, i.e., a virtual object, in accordance with the development of the game with the movement of the user. 7. A storage medium storing a program which causes a game to progress in a virtual world in accordance with points given in relation to the distance of movement of a user in a real world, sequentially executing event processing which occurs with movement of the user, characterized by, a synthesizing processing section which superimposes the generated virtual object on the real map information; an input unit which accepts input of a user operation with respect to a virtual object appearing in the event processing; and an event execution processing unit which executes the event processing to advance the game when the user operation is appropriately input in the input unit, the virtual object has a planar shape corresponding to geographical information in the real world and includes a block which partially or entirely covers the real map, in a case where the virtual object is the block, the block appears on the real map in an inactive state to form a part of movement tracks of the user in the real world as the user moves, and migrates to an active state in correspondence with a selection operation of the user, in a case where, for a plurality of processing objects appearing on the block in the active state, individual input steps which individually accept input of a user operation are executed respectively, the user operation is a track input operation which traces a track on a touch screen, the event execution processing unit executes the event processing based on a shape of the track traced by the track input operation and a relative position with respect to a virtual object which is a processing object of the individual input step in the event processing.
8. A control method of an input interface of a game which advances the game in a virtual world according to points given in correspondence with a distance of movement of a user in a real world, and sequentially executes event processing which occurs as the user moves, characterized by comprising: a step in which, in accordance with advancement of the game as the user moves, a virtual object is generated by a virtual display data generating section, and a synthesizing processing section superimposes the generated virtual object on real map information; an input step in which an input unit accepts input of a user operation with respect to a virtual object appearing in the event processing; and an event execution processing step in which, when the user operation is appropriately input by the input step, an event execution processing unit executes the event processing to advance the game, the virtual object has a planar shape corresponding to geographical information in the real world and includes a block which partially or entirely covers the real map, in a case where the virtual object is the block, the block appears on the real map in an inactive state to form a part of movement tracks of the user in the real world as the user moves, and migrates to an active state in correspondence with a selection operation of the user, in a case where, for a plurality of processing objects appearing on the block in the active state, individual input steps which individually accept input of a user operation are executed respectively, the user operation is a track input operation which traces a track on a touch screen, in the event execution processing step, the event processing is executed based on a shape of the track traced by the track input operation and a relative position with respect to a virtual object which is a processing object of the individual input step in the event processing. 9. A location game system that causes a game to develop in a virtual world in accordance with a distance of movement of a user in a real world, characterized by comprising: a virtual display data generation section that generates a virtual object in accordance with development of the game in accordance with movement of the user; a composition processing section that causes the generated virtual object to be superimposed and displayed on real map information; and a proxy object control section that causes a virtual proxy object associated with the user to virtually move on the real map information in accordance with a predetermined algorithm, wherein the virtual object has a planar shape that is divided into shapes corresponding to blocks adjacent to movement tracks in accordance with geographical information in the real world, and is a block that is partially or entirely overlaid on the real map, and in a case where the virtual object is the block, the block forms a part of the movement tracks in accordance with movement of the user in the real world, appears on the real map in an inactive state, and migrates to an active state in accordance with a selection operation of the user.
10. The location game system according to claim 9, characterized in that the location game system further comprises an external movement record acquisition section that acquires movement of the user or virtual movement of the proxy object in a state in which movement of the user cannot be detected, and the program causes a computer to function as: a virtual display data generation section that generates a virtual object in accordance with development of the game in accordance with movement of the user; a composition processing section that causes the generated virtual object to be superimposed and displayed on real map information; and a proxy object control section that causes a virtual proxy object associated with the user to virtually move on the real map information in accordance with a predetermined algorithm, wherein the virtual object has a planar shape that is divided into shapes corresponding to blocks adjacent to movement tracks in accordance with geographical information in the real world, and is a block that is partially or entirely overlaid on the real map, and in a case where the virtual object is the block, the block forms a part of the movement tracks in accordance with movement of the user in the real world, appears on the real map in an inactive state, and migrates to an active state in accordance with a selection operation of the user.
12. A control method of a location game system that causes a game to develop in a virtual world in accordance with a distance of movement of a user in a real world, characterized by comprising: a composition processing step of causing a virtual display data generation section to generate a virtual object in accordance with development of the game in accordance with movement of the user, and causing a composition processing section to superimpose and display the generated virtual object on real map information; and a proxy object control step of causing a proxy object control section to cause a virtual proxy object associated with the user to virtually move on the real map information in accordance with a predetermined algorithm, wherein in the composition processing step, the virtual object has a planar shape that is divided into shapes corresponding to blocks adjacent to movement tracks in accordance with geographical information in the real world, and is a block that is partially or entirely overlaid on the real map, and in a case where the virtual object is the block, the block forms a part of the movement tracks in accordance with movement of the user in the real world, appears on the real map in an inactive state, and migrates to an active state in accordance with a selection operation of the user. 11. A storage medium storing a location-based game program, said location-based game program causing the game to develop in a virtual world in relation to the distance traveled by a user in the real world, characterized in that, The virtual object has a planar shape corresponding to a shape of a block corresponding to a street block adjacent to a movement trajectory, which is divided in correspondence with geographical information in the real world, and is a block that is partially or entirely overlaid on the real map, In a case where the virtual object is the block, the block forms a part of the movement trajectory along with movement of the user in the real world, appears on the real map in an inactive state, and migrates to an active state in correspondence with a selection operation of the user.
13. An input interface system of a game that develops a game in a virtual world in accordance with points given in correspondence with a distance of movement of a user in a real world, sequentially executes event processing that occurs along with movement of the user, characterized by The input interface system includes: a virtual display data generation section that generates a virtual object, i.e., a virtual object, in accordance with development of the game along with movement of the user; a composition processing section that causes the generated virtual object to be superimposed and displayed on real map information; an individual input section that individually accepts input of a user operation for each of a plurality of processing objects that occur in the event processing; a unified operation input section that accepts a single unified end operation that uniformly processes the plurality of processing objects, instead of input to the individual input section; and an event execution processing unit that executes the event processing to develop the game in a case where all of the plurality of processing objects have been processed, In a case where the individual input step of individually accepting input of a user operation for each of a plurality of processing objects that occur in the event processing is executed, the user operation is a trajectory input operation that traces a trajectory on a screen, In a case where appropriate input based on a shape of a trajectory traced by the trajectory input operation and a relative position with respect to a virtual object that is a processing object of the individual input step in the event processing is performed with respect to the individual input section, and all of the plurality of processing objects have been processed, the event execution processing unit executes the event processing.
14. The input interface system according to claim 13, characterized in that The trajectory input operation is a character or a figure corresponding to a current position of the user.
15. The input interface system according to claim 13, characterized in that The virtual object that is a processing object of the individual input step is an object that relatively moves with respect to a background in a virtual space.
16. The input interface system according to claim 13, characterized in that The virtual object is an object that is superimposed and displayed on real map information. The program causes a computer to function as:
17. A storage medium storing a program for controlling an input interface of a game, which causes the game to progress in a virtual world in accordance with points given in relation to the distance of movement of a user in a real world, and sequentially executes event processing that occurs with the movement of the user, characterized by, a virtual display data generation section that generates a virtual object, i.e., a virtual object, in accordance with development of the game along with movement of the user; a composition processing section that causes the generated virtual object to be superimposed and displayed on real map information; an individual input section that individually accepts input of a user operation for each of a plurality of processing objects that occur in the event processing; a uniform operation input section that accepts a single uniform end operation that uniformly processes the plurality of processing targets in place of input to the individual input sections; and an event execution processing unit that executes the event processing to advance the game when all of the plurality of processing targets have been processed, when the individual input steps that individually accept input of a user operation are executed for the plurality of processing targets that appear in the event processing, the user operation is a trajectory input operation that traces a trajectory on a touch screen, the event execution processing unit executes the event processing when appropriate input based on a shape of a trajectory traced by the trajectory input operation and a relative position with respect to a virtual object that is a processing target of the individual input step in the event processing is performed for the individual input section and all of the plurality of processing targets have been processed.
18. A control method of an input interface of a game which makes a game progress in a virtual world according to points given in relation to a distance of movement of a user in a real world, sequentially executing event processing which occurs with movement of the user, characterized by, The control method includes the steps of: a virtual display data generation section that generates a virtual object in accordance with advancement of the game as the user moves, and a composition processing section that causes the generated virtual object to be superimposed and displayed on real map information; an individual input step that individually accepts input of a user operation for the plurality of processing targets that appear in the event processing; a uniform operation input step that accepts a single uniform end operation that uniformly processes the plurality of processing targets in place of input to the individual input steps; and an execution processing step that executes the event processing to advance the game when all of the plurality of processing targets have been processed, when the individual input steps that individually accept input of a user operation are executed for the plurality of processing targets that appear in the event processing, the user operation is a trajectory input operation that traces a trajectory on a touch screen, the event execution processing unit executes the event processing when appropriate input based on a shape of a trajectory traced by the trajectory input operation and a relative position with respect to a virtual object that is a processing target of the individual input step in the event processing is performed for the individual input section and all of the plurality of processing targets have been processed.
19. A location game system which enables a game to develop in a virtual world in accordance with a distance related to a movement of a user in a real world, characterized by, The location game system is provided with: a virtual display data generation section that generates a virtual object in accordance with advancement of the game as the user moves; a composition processing section that causes the generated virtual object to be superimposed and displayed on real map information; a proxy object control section that virtually moves a virtual proxy object associated with the user on the real map information in accordance with a predetermined algorithm; an input unit that accepts input of a user operation for a virtual object that appears in event processing; and an event execution processing unit that executes the event processing to advance the game when appropriate input is performed for the input unit, the event execution processing unit executes the event processing based on a shape of a trajectory traced by a trajectory input operation and a relative position with respect to a virtual object that is a processing target, A form of a trajectory input through the trajectory input operation and an effect of a command executed in accordance with the trajectory vary based on position information of the user or a virtual agent object associated with the user.
20. The location game system according to claim 19, wherein The location game system further includes an external movement record acquisition unit that acquires movement of the user or virtual movement of the agent object in a state in which movement of the user cannot be detected.
21. A storage medium storing a location game program, the location game program causing a game to progress in a virtual world in accordance with a distance related to a movement of a user in a real world, characterized by, The location game program causes a computer to function as: a virtual display data generation unit that generates a virtual object in accordance with progress of the game along with movement of the user; a synthesis processing unit that causes the generated virtual object to be superimposed and displayed on real map information; an agent object control unit that causes a virtual agent object associated with the user to virtually move on the real map information in accordance with a predetermined algorithm; an input unit that accepts input of a user operation with respect to a virtual object that appears in event processing; and an event execution processing unit that executes the event processing to progress the game in a case in which the user operation is appropriately input to the input unit, the event execution processing unit executes the event processing based on a shape of a trajectory drawn through a trajectory input operation and a relative position with respect to a virtual object that is a processing target, a form of a trajectory input through the trajectory input operation and an effect of a command executed in accordance with the trajectory vary based on position information of the user or a virtual agent object associated with the user.
22. A control method of a location game system that causes a game to progress in a virtual world in accordance with a distance related to a movement of a user in a real world, characterized by, The control method includes the following steps: a synthesis processing step in which a virtual display data generation unit generates a virtual object in accordance with progress of the game along with movement of the user, and a synthesis processing unit causes the generated virtual object to be superimposed and displayed on real map information; an agent object control step in which an agent object control unit causes a virtual agent object associated with the user to virtually move on the real map information in accordance with a predetermined algorithm; an input step of accepting input of a user operation with respect to a virtual object that appears in event processing; and an event execution processing step in which an event execution processing unit executes the event processing to progress the game in a case in which the user operation is appropriately input to the input step, in a case in which input of a user operation with respect to a processing target that appears in the event processing is accepted, the user operation is a trajectory input operation in which a trajectory is drawn on a touch screen, in the event execution processing step, the event execution processing unit executes the following processing: a form of a trajectory input through the trajectory input operation and an effect of a command executed in accordance with the trajectory vary based on position information of the user or a virtual agent object associated with the user; and the event processing is executed based on a shape of a trajectory drawn through the trajectory input operation and a relative position with respect to a virtual object that is the processing target.
23. A location game system which enables a game to develop in a virtual world in accordance with a distance related to a movement of a user in a real world, characterized by, The location game system includes: a virtual display data generation section that generates a virtual object in accordance with progress of a game in which the user moves; a synthesis processing section that causes the generated virtual object to be superimposed and displayed on real map information; a cooperative execution section that executes a cooperative process with another user in accordance with a predetermined condition; an input unit that accepts input of a user operation with respect to a virtual object that appears in an event process; and an event execution processing unit that executes the event process to cause the game to progress in a case where the user operation is appropriately input to the input unit, in a case where input of a user operation is accepted with respect to a process object that appears in the event process, the user operation is a trajectory input operation that traces a trajectory on a touch screen, a form of the trajectory input through the trajectory input operation and an effect of a command executed in accordance with the trajectory vary based on position information of the user or a cooperative manner of the cooperative execution section, the event execution processing unit executes the event process based on a form of the trajectory traced through the trajectory input operation and a relative position with respect to a virtual object that is the process object.
24. The position game system according to claim 23, wherein the cooperative execution section executes the cooperative process in a case where the current position of the other user and the current position of the local are within a predetermined distance and a movement trajectory of the local coincides with a movement trajectory of the other user.
25. The position game system according to claim 23, wherein the position game system further includes a cooperative authentication section that detects an acknowledgment operation of the user and the other user in a state where the user and the other user are located within a predetermined communication area, the cooperative execution section executes the cooperative process based on an acknowledgment process of the cooperative authentication section.
26. A storage medium storing a location game program, the location game program causing a game to progress in a virtual world in accordance with a distance related to a movement of a user in a real world, characterized by, The program causes a computer to function as: a virtual display data generation section that generates a virtual object in accordance with progress of a game in which the user moves; a synthesis processing section that causes the generated virtual object to be superimposed and displayed on real map information; a cooperative execution section that executes a cooperative process with another user in accordance with a predetermined condition; an input unit that accepts input of a user operation with respect to a virtual object that appears in an event process; and an event execution processing unit that executes the event process to cause the game to progress in a case where the user operation is appropriately input to the input unit, in a case where input of a user operation is accepted with respect to a process object that appears in the event process, the user operation is a trajectory input operation that traces a trajectory on a touch screen, a form of the trajectory input through the trajectory input operation and an effect of a command executed in accordance with the trajectory vary based on position information of the user or a cooperative manner of the cooperative execution section, the event execution processing unit executes the event process based on a form of the trajectory traced through the trajectory input operation and a relative position with respect to a virtual object that is the process object.
27. A control method of a location game system that causes a game to progress in a virtual world in accordance with a distance related to a movement of a user in a real world, characterized by, The control method includes the steps of: The synthesizing processing step generates a virtual object, i.e., a virtual object, by the virtual display data generating section in accordance with the progress of the game following the movement of the user, and the synthesizing processing section superimposes and displays the generated virtual object on the real map information; The cooperative execution step executes, by the cooperative execution section, a cooperative process with other users in accordance with predetermined conditions; The input step accepts input of a user operation with respect to a virtual object appearing in an event process; And The event execution process step executes the event process by the event execution processing unit to progress the game in a case where the user operation is appropriately input in the input step, In a case where the input of the user operation with respect to a process object appearing in the event process is accepted in the input step, the user operation is a trajectory input operation of tracing a trajectory on a touch screen, a form of the trajectory input through the trajectory input operation, and an effect of a command executed in accordance with the trajectory vary based on position information of the user or a cooperative manner of the cooperative execution section, In the event execution process step, the event execution processing unit executes the event process based on a form of the trajectory traced through the trajectory input operation and a relative position with respect to a virtual object that becomes the process object.
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