Program, image drawing method, and game device

By guiding the switching of the operation area and the measurement bar icon in the game screen, the problem of difficulty for users to master the operation method is solved, and the intuitiveness and convenience of the operation are achieved.

CN120303040APending Publication Date: 2025-07-11CYGAMES INC
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Patent Information

Application Number
CN202380083390.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-12-07
Filing Date
2023-11-29
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

It is difficult for users to master the operation method of performing specific operations in games. The prior art only uses the measurement bar icon to inform whether the ability to perform the ability actions, and lacks operation guidance.

Method used

Draw a specific area in the game screen, including selecting the operation area, the usual operation area and the special operation area, switching the operation mode through mode switching indication, and displaying a special measurement bar icon in the special operation mode to guide the user to perform special operations.

Benefits of technology

It is easy for users to master and execute the operation content in the game, which improves the convenience and intuitiveness of the operation, especially in complex scenarios to identify the character's ability status and start time.

✦ Generated by Eureka AI based on patent content.

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Abstract

A program for drawing a screen causes a computer to execute the following steps. Drawing a specific region having a selection operation region configured to surround the specific position, a normal operation region provided outside the selection operation region, and a first special operation region provided inside the selection operation region and showing the content of the special operation; switching the operation mode to a special operation mode according to the input switching instruction; and drawing a specific region in which a second special operation region corresponding to the first special operation region is disposed on the outside of the first special operation region when the operation mode is the special operation mode.
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Description

Technical Field

[0001] The present invention relates to a program, an image drawing method, and a game device. Background Art

[0002] Conventionally, users play various types of games using a game controller. Various operation buttons for allowing users to perform complex operations in the game are provided on the controller. The user can perform special operations in the game by pressing multiple operation buttons simultaneously or pressing different operation buttons in a prescribed order.

[0003] For example, in games such as action games, a user interface is adopted in which the action content of a character can be displayed on a monitor corresponding to the operation buttons of the controller. In such a user interface, it is sought to provide display content that is sufficient and necessary according to the operation content performed by the user.

[0004] As a technique related to game control, the technique described in Patent Document 1 is known. In Patent Document 1, it is described that: "In both cases where it is determined that a simple operation has been input and where it is determined that a normal operation different from the simple operation has been input, the player character performs an ability action. When an ability action is performed based on the input of a simple operation, the restricted state is maintained for a longer time compared to the case where an ability action is performed based on the input of a normal operation. In the restricted state, the execution of the ability action is restricted, and when the restricted time has elapsed, it becomes a permitted state, enabling the execution of the ability action."

[0005] Prior Art Documents

[0006] Patent Documents

[0007] Patent Document 1: Japanese Patent No. 6668540 Gazette Summary of the Invention

[0008] Problems to be Solved by the Invention

[0009] As described above, an operation method is provided in which a user can perform a special operation different from a normal operation by performing a certain fixed operation. However, a gauge icon such as that disclosed in Patent Document 1 is merely used to inform the user whether the ability action can be executed. In addition, since there are many operation buttons provided on the controller, it is difficult for the user to grasp what operation to perform in order to execute the intended action in the game. Therefore, it is sought to present information that makes it easy for the user to perform operations.

[0010] The present invention has been made in view of such circumstances, and an object thereof is to make it easy for a user to grasp the operation content of an operation to be executed.

[0011] Means for Solving the Problems

[0012] The program related to the present invention is a program for drawing a screen, wherein a part of the screen includes a specific area for guiding operations for a game by means of an input unit, and the program is configured to cause a computer to perform the following processes: when the operation mode of the game is a normal operation mode, draw a specific area having at least three or more selection operation areas corresponding to a selection operation unit provided in the input unit and configured to surround a specific position within the specific area, a normal operation area provided outside the selection operation area corresponding to the selection operation area, and a first special operation area provided inside the selection operation area corresponding to the selection operation area, wherein the normal operation area shows the content of normal operations in the normal operation mode, and the first special operation area shows the content of special operations in a special operation mode different from the normal operation mode; switch the operation mode from the normal operation mode to the special operation mode according to a switching instruction of the operation mode input from the input unit; and when the operation mode is the special operation mode, draw a specific area in which a second special operation area corresponding to the first special operation area is arranged at a position outside the first special operation area.

[0013] Effect of the Invention

[0014] According to the present invention, the operation content that the user can perform is guided in a specific area, so that the user can easily master the operation content to be performed.

[0015] Problems, structures, and effects other than the above will become clearer from the description of the following embodiments. Brief Description of the Drawings

[0016] Figure 1 It is an overall structure diagram showing the outline of an image drawing system according to an embodiment of the present invention.

[0017] Figure 2 It is a block diagram showing a hardware structure example of an information processing device and a content distribution server constituting an image drawing system according to an embodiment of the present invention.

[0018] Figure 3 It is a diagram showing an appearance structure example of an operation controller according to an embodiment of the present invention.

[0019] Figure 4 It is a block diagram showing an internal structure example of an information processing device according to an embodiment of the present invention.

[0020] Figure 5 It is a diagram showing a display form of a specific area when the operation mode according to an embodiment of the present invention is the normal operation mode.

[0021] Figure 6 It is an enlarged view showing a situation of changes in parameters shown by a normal gauge icon according to an embodiment of the present invention.

[0022] Figure 7 It is a diagram showing a display form of a specific area in a case where an operation mode according to an embodiment of the present invention is a special operation mode.

[0023] Figure 8 It is an enlarged view showing a display form of a special gauge icon in a state where a player character can activate an ability according to an embodiment of the present invention.

[0024] Figure 9 It is an enlarged view showing a display form of a special gauge icon during a cooling time according to an embodiment of the present invention.

[0025] Figure 10 It is an enlarged view showing a display form of a special gauge icon at the end of a cooling time according to an embodiment of the present invention.

[0026] Figure 11 It is an enlarged view showing a display form of a special gauge icon when an ability is activated according to an embodiment of the present invention.

[0027] Figure 12 It is an enlarged view showing a display example of a specific area displaying a remaining number of times icon according to an embodiment of the present invention.

[0028] Figure 13 It is an enlarged view showing a situation of changes in a gauge icon when a player character continuously activates an ability according to an embodiment of the present invention.

[0029] Figure 14 It is an enlarged view showing a situation of changes in a gauge icon until a player character can activate an ability according to an embodiment of the present invention.

[0030] Figure 15 It is a flowchart showing an example of processing of an information processing apparatus according to an embodiment of the present invention. Detailed Embodiment

[0031] Hereinafter, a mode for implementing the present invention will be described with reference to the drawings. In this specification and the drawings, for components having substantially the same function or structure, duplicate explanations are omitted by assigning the same reference numerals.

[0032] [One Embodiment]

[0033] [Overall Structural Example of Image Drawing System]

[0034] Figure 1 This is an overall structural diagram showing an outline of the image drawing system 1 according to one embodiment.

[0035] The image drawing system 1 includes an information processing device 2, an operation controller 3, and a display device 4. The information processing device 2 is connected to the operation controller 3 and the display device 4 wirelessly or wired. As the information processing device 2, for example, a game dedicated terminal, a PC (Personal Computer), etc. are used as an example of the game device related to the present invention. The operation controller 3 is an example of an input unit for inputting input information of an operation performed by a user using the information processing device 2 to the information processing device 2.

[0036] In the image drawing system 1, for example, the following processing is performed: the processing of reading a program recorded in an external recording medium such as an optical disc of an optical drive 29 shown later by the information processing device 2 and executing the program; the processing of drawing a screen by the information processing device 2 according to input information from the operation controller 3; and the processing of displaying the screen by the display device 4. Figure 2 In this specification, text, still images, moving images, music, sounds, and information obtained by combining them are referred to as content. The content is expressed by executing a program read from a recording medium by the information processing device 2. In this specification, a computer game (also simply referred to as "game") corresponds to the content. In addition, the actions unique to the content are controlled by the program as the content itself. Therefore, in the following description, the program and the content may be used with the same meaning.

[0037] A program processed by the information processing device 2 according to this embodiment draws a screen 41, and a part of the screen 41 includes a specific area 42 for guiding operations for the game using the operation controller 3. In this game, as operation modes that a user can use the operation controller 3 to perform operations, a normal operation mode and a special operation mode are set. Details of the normal operation mode and the special operation mode will be described later.

[0038] The information processing device 2 reads a program from an external recording medium to perform prescribed processing, and displays the resulting image on the display device 4. In addition, the information processing device 2 can also record a program in an internal recording medium (such as an HDD (Hard Disk Drive) or an SSD (Solid State Drive)) it has in advance, and read the program from the internal recording medium to perform prescribed processing.

[0039]

[0040] ​The information processing device 2 executes a program based on the operation signal input from the operation controller 3, and outputs a video signal suitable for the screen setting to the display device 4. When the program operated by the operation controller 3 is a game, the information processing device 2 draws a screen according to the input information from the operation controller 3, and outputs a video signal for displaying the image of the screen on the display device 4.

[0041] The display device 4 displays an image based on the video signal input from the information processing device 2. Figure 1 An example of the screen 41 displayed on the display device 4 is shown.

[0042] For example, in the game read by the information processing device 2, the user of the information processing device 2 operates a specific character (referred to as the "player character") displayed on the display device 4 through the operation controller 3, thereby drawing various scenes including the player character and displaying them on the screen of the display device 4.

[0043] The player character is an object that can move freely in a two-dimensional virtual space or a three-dimensional virtual space. As operations on the player character from the operation controller 3, for example, in addition to the movement of the player character in the up, down, left, right, and diagonal directions, the movement of the viewpoint overlooking the scene including the player character and various command inputs are also envisioned. According to the operations performed using the operation controller 3, the player character and the scene displayed on the display device 4 change almost in real time. Therefore, a scene including the player character corresponding to the position and commands intended by the user is displayed on the display device 4.

[0044] In addition, an area for assisting the operation on the player character is displayed on the display device 4. In Figure 1 , a specific area 42 or a specific area 42A that changes according to the operation mode of the game is displayed in the lower right of the screen 41 displayed on the display device 4. That is, the specific area 42 is displayed when the operation mode is the normal operation mode, and the specific area 42A is displayed when the operation mode is the special operation mode.

[0045] Various information for guiding the operation on the player character is displayed in the specific areas 42 and 42A. For example, the user can switch between normal operation and special operation and move the player character. In the normal operation mode, the user can perform normal operations using the normal commands shown in Figure 5 . On the other hand, in the special operation mode, the user can perform special operations using the special commands shown in Figure 7 . By the operation of the user pressing the R1 key 35 (refer to Figure 3 ), which is an example of a switching button provided on the operation controller 3, with the index finger, the user can switch between the normal operation mode and the special operation mode.

[0046] <Hardware Structure Example of Information Processing Apparatus and Content Distribution Server>

[0047] Next, a hardware structure example of the information processing apparatus 2 and the content distribution server 5 that constitute the image rendering system 1 will be described.

[0048] Figure 2 It is a block diagram showing a hardware structure example of the information processing apparatus 2 and the content distribution server 5 that constitute the image rendering system 1.

[0049] (Structure Example of Information Processing Apparatus)

[0050] The information processing apparatus 2 is an example of a computer that operates as a computer capable of executing various programs. The information processing apparatus 2 includes a CPU (Central Processing Unit) 21, a GPU (Graphics Processing Unit) 22, a ROM (Read Only Memory) 23, a RAM (Random Access Memory) 24, a network interface 26, an input / output interface 27, a non-volatile storage device 28, and an optical drive 29, which are respectively connected to a bus 25. The image rendering system 1 can be connected to the content distribution server 5 via a network N such as the Internet.

[0051] The CPU 21 reads out program codes of software for implementing the respective functions according to the present embodiment from the ROM 23, loads the program codes into the RAM 24, and executes the program codes. Variables, parameters, etc. generated during the arithmetic processing of the CPU 21 or the GPU 22 are temporarily written into the RAM 24, and these variables, parameters, etc. are appropriately read out by the CPU 21 or the GPU 22. The CPU 21 performs processing of the OS (Operating System) of the information processing apparatus 2, management of input / output of data in each part within the information processing apparatus 2, and the like.

[0052] The GPU 22 performs, for example, processing required for rendering a three-dimensional object on the screen. In the following description, the rendering processing refers to the processing performed by the GPU 22 according to the instruction of the CPU 21. The GPU 22 and the CPU 21 may be configured independently as Figure 2 shown, or may be configured such that the GPU 22 is embedded within the CPU 21.

[0053] The network interface 26 uses, for example, a NIC (Network Interface Card), etc. Moreover, by using the network interface 26, the information processing apparatus 2 can acquire various data via a LAN (Local Area Network) connected to the terminals of the NIC, a dedicated line, etc., or communicate with other information processing apparatuses 2 via the network N.

[0054] The input / output interface 27 converts the operation signal received from the operation controller 3 into data in a prescribed form and then transfers it to the CPU 21. In addition, the input / output interface 27 converts the data of the screen drawn by the GPU 22 into an image signal and outputs it to the display device 4. The display device 4 displays an image based on the image signal received from the input / output interface 27 on the screen. Further, the input / output interface 27 can also output a sound signal to the display device 4. The display device 4 can play sound from a speaker (not shown) incorporated in the display device 4 based on the sound signal received from the input / output interface 27.

[0055] As the non-volatile storage device 28, for example, an HDD, an SSD, a floppy disk, an optical disk, an optical magnetic disk, or a non-volatile memory, etc. are used. In addition to recording the OS and various parameters, the non-volatile storage device 28 also records a program for causing the information processing apparatus 2 to function. The ROM 23 and the non-volatile storage device 28 are used as an example of a computer-readable non-transitory storage medium that records programs, data, etc. required for the CPU 21 to operate and stores the programs executed by the information processing apparatus 2.

[0056] When the non-volatile storage device 28 is an external recording medium composed of an optical disk, etc., the optical drive 29 reads the non-volatile storage device 28 to extract data. The data extracted by the optical drive 29 is used for prescribed arithmetic processing by the CPU 21 or the GPU 22.

[0057] (Example structure of content distribution server)

[0058] The content distribution server 5 manages content and distributes the content to the information processing apparatus 2 based on a content acquisition request from the authenticated information processing apparatus 2. Therefore, the information processing apparatus 2 can also save the content downloaded from the content distribution server 5 to the internal recording medium (such as the non-volatile storage device 28) of the information processing apparatus 2 and read the content from the internal recording medium when playing the content. Alternatively, the information processing apparatus 2 can also receive the content streamed from the content distribution server 5 and cause the display device 4 to display the content.

[0059] The content distribution server 5 is an example of a computer that operates as a computer. The content distribution server 5 includes a CPU 51, a GPU 52, a ROM 53, a RAM 54, a non-volatile storage device 56, and a network interface 57, which are respectively connected to a bus 55.

[0060] The CPU 51 reads out the program code of the software for implementing each function related to the present embodiment from the ROM 53, loads the program code into the RAM 54, and executes the program code. Variables, parameters, etc. generated during the arithmetic processing of the CPU 51 or the GPU 52 are temporarily written into the RAM 54, and these variables, parameters, etc. are appropriately read out by the CPU 51 or the GPU 52.

[0061] In the case where the content distribution server 5 has a structure for streaming-distributing content to the information processing device 2, the content distribution server 5 performs arithmetic processing of three-dimensional images almost in real time based on the operation data received from the information processing device 2. Therefore, for example, the GPU 52 performs the processing required for rendering a three-dimensional object based on the operation signal received from the information processing device 2 via the network interface 57. Moreover, the image drawn by the GPU 52 is stream-distributed to the information processing device 2 as image data via the network interface 57, and the image is displayed on the display device 4 connected to the information processing device 2. The GPU 52 and the CPU 51 may be configured independently as shown in Figure 2 or may be configured such that the GPU 52 is embedded inside the CPU 51.

[0062] As the non-volatile storage device 56, for example, an HDD, an SSD, a floppy disk, an optical disc, an optical disk, or a non-volatile memory, etc. are used. In addition to recording the OS and various parameters, the non-volatile storage device 56 also records a program for causing the content distribution server 5 to function. The ROM 53 and the non-volatile storage device 56 are used as an example of a computer-readable non-transitory storage medium that records the programs, data, etc. required for the CPU 51 to operate and stores the programs executed by the content distribution server 5.

[0063] The network interface 57 uses, for example, a NIC, etc., and can transmit and receive various data to and from the information processing device 2 via a LAN, a dedicated line, etc. connected to the terminals of the NIC.

[0064] <Example of the external structure of the operation controller>

[0065] Figure 3 is a diagram showing an example of the external structure of the operation controller 3.

[0066] The operation controller 3 is a controller formed by mounting a right joystick key 31, a left joystick key 32, operation buttons 33, a cross direction key 34, an R1 key 35, an R2 key 36, an L1 key 37, and an L2 key 38 on a housing. In Figure 3 the upper side of Figure 3 shows a top view (1) of the operation controller 3, and in

[0067] the lower side of

[0068] shows a front view (2) of the operation controller 3 when viewed obliquely from slightly above the front.

[0069] The right joystick key 31 and the left joystick key 32 are used for operations to move the player character to positions that are difficult to reach by operating the cross direction key 34. In addition, the right joystick key 31 and the left joystick key 32 are also used for operations to change the viewpoint of the player character.

[0070] As the operation buttons 33, four buttons attached with the four English letters "A", "B", "C", and "D" are provided. Each button is assigned a function for giving instructions to the player character. In the present embodiment, at least three or more of the four buttons of the operation buttons 33 are used as an example of a selection operation unit capable of selecting various operations. In addition, numbers, graphics, etc. may be attached to the operation buttons.

[0071] <Example of the internal structure of the information processing device>

[0072] Figure 4 is a block diagram showing an example of the internal structure of the information processing device 2.

[0073] The information processing device 2 includes an input reception unit 101, a mode switching unit 102, an object action unit 103, a screen drawing unit 104, and a screen output unit 105.

[0074] The input reception unit 101 receives input information from the operation controller 3. In addition, the input reception unit 101 also receives, as input information, start information such as interruption processing that occurs in a certain scenario. In this case, even without input information from the operation controller 3, scene switching or viewpoint movement may occur. Therefore, input information is also input to the input reception unit 101 through internal processing of the CPU 21 or the GPU 22.

[0075] The mode switching unit 102 is used as an example of an operation mode switching unit. It receives a switching instruction of the operation mode as a mode switching signal according to the R1 key 35 of the operation controller 3 being pressed, and accordingly switches the operation mode from the normal operation mode to the special operation mode. In addition, the mode switching unit 102 is also used as an example of an operation mode switching unit that switches the operation mode from the special operation mode to the normal operation mode.

[0076] In the present embodiment, in both the operation of the user pressing the R1 key 35 with a finger and the operation of the user removing the finger from the R1 key 35, a switching instruction of the operation mode is input as a mode switching signal from the operation controller 3 to the information processing device 2. Therefore, when the user wants to continuously operate in the special operation mode, the user needs to continuously hold down the R1 key 35.

[0077] As described above, when a mode switching signal is input again from the operation controller 3 by the user removing the finger from the R1 key 35 when the operation mode is the special operation mode, the mode switching unit 102 switches the operation mode from the special operation to the normal operation mode. In recent games, for example, the difficulty level of the game can be set to "difficult", "normal", "easy". In the present embodiment, when the user selects "normal" or "difficult" as the difficulty level of the game, the operation can be performed in the special operation mode only during the period when the user holds down the R1 key 35.

[0078] In the state of the operation mode switched by the mode switching unit 102, the object action unit 103 determines the next action of the player character according to the operation instruction for the player character input from the operation controller 3. In addition, the object action unit 103 performs a hit determination during an attack, for example, according to the properties of various objects such as the player character, enemy character, building, road, sky, etc. arranged in the three-dimensional space, and determines various actions such as the movement, attack, and defense of the player character, and the performance display.

[0079] The screen drawing unit 104 draws a screen 41 including the objects determined by the object action unit 103 (refer to Figure 1 ). As described above, a specific area 42 or 42A that changes according to the operation mode is drawn in the lower right of the screen 41. Details of the structure of the specific area 42 or 42A will be described later.

[0080] The screen output unit 105 outputs the screen 41 drawn by the screen drawing unit 104 to the display device 4.

[0081] The functions of the input reception unit 101 and the screen output unit 105 are implemented through Figure 2 the input / output interface 27 shown. In addition, the functions of the mode switching unit 102, the object motion unit 103, and the screen drawing unit 104 are implemented through Figure 2 the GPU 22 shown. However, if the information processing device 2 has a structure without the GPU 22, they can also be implemented through the CPU 21.

[0082] In the case where the content distribution server 5 is configured to stream-distribute content to the information processing device 2, Figure 4 the input reception unit 101, the mode switching unit 102, the object motion unit 103, and the screen drawing unit 104 shown are provided in the content distribution server 5. Moreover, the content distribution server 5 switches the operation mode, controls the motion of the character object, and draws the screen based on the input information including the operation signal received from the information processing device 2 via the network N. Then, the display information including the drawn screen is sent from the content distribution server 5 to the information processing device 2 via the network N. The information processing device 2 displays the screen in real time on the display device 4 based on the received display information.

[0083] <Normal operation mode>

[0084] Next, the operation mode will be described. First, the display form of the specific area 42 in the case where the operation mode is the normal operation mode will be described.

[0085] Figure 5 is a diagram showing the display form of the specific area 42 in the case where the operation mode is the normal operation mode.

[0086] Information for guiding the user to operate the game in the normal operation mode is displayed in the specific area 42. The user can grasp the operations that can be instructed to the player character in the normal operation mode by confirming the specific area 42. Button icons b1 to b4 are displayed in the specific area 42. The "A", "B", "C", and "D" displayed on the button icons b1 to b4 respectively correspond to the positions of the operation buttons 33 of the operation controller 3 (refer to Figure 3) Correspondingly. In addition, the button icons b1 to b4 are used as an example of at least three or more selection operation areas provided corresponding to the operation buttons 33. That is to say, not all of the button icons b1 to b4 need to be displayed. For example, when only the "A", "B", and "C" buttons among the operation buttons 33 are used in the game, only the button icons b1 to b3 can be displayed in the specific area 42. Or, when the operation buttons 33 of the operation controller 3 have five or more buttons, five or more button icons can be displayed corresponding to the five or more buttons.

[0087] The button icons b1 to b4 (an example of a selection operation area) are configured to surround a specific position c1 indicated by a black dot in the figure. The specific position c1 is illustrated to explain the positions of various icons displayed in the specific area 42 and is not displayed in the actual specific area 42. The specific position c1 is set near the center of the button icons b1 to b4, and the distances from the specific position c1 to the button icons b1 to b4 are equal. However, for example, by configuring the button icons b1 to b4 in a diamond shape, the distances from the specific position c1 to the button icons b1 and b3 can be made different from the distances from the specific position c1 to the button icons b2 and b4.

[0088] Outside the button icons b1 to b4, normal operation areas n1 to n4 are provided corresponding to the button icons b1 to b4 respectively. The operation contents in the normal operation mode are displayed in the normal operation areas n1 to n4. For example, "First Attack" is displayed in the normal operation area n1, "Second Attack" is displayed in the normal operation area n2, "Combined Attack" is displayed in the normal operation area n3, and "Jump" is displayed in the normal operation area n4. In addition, the display contents of the normal operation areas n1 to n4 can also change according to the operation. For example, by inputting the first attack any number of times, the display content in the normal operation area n1 can change as "First Attack" → "First Attack + 1" → "First Attack + 2".

[0089] For example, when the user presses the operation button 33 of "A" shown by the button icon b1, the user can perform an operation to make the player character in the game attack the enemy character with the first attack. In this way, each button of the operation button 33 corresponds to an operation for the player character. Moreover, since the operation contents are displayed in the normal operation areas n1 to n4, it is easy for the user to understand which button to press to make the player character perform what kind of action. In addition, the second attack and the combined attack represent operations unique to the game developed by the applicant.

[0090] A guidance area n5, n6 for guiding the user on what operations will be performed when the R1 button 35 or R2 button 36 is pressed in the normal operation mode is also displayed in the upper right of the specific area 42. For example, through "Ability" displayed in the guidance area n5, it shows the user that when the user presses the R1 button 35, a specific ability (referred to as an ability) possessed by the player character can be activated. In addition, through "Dodge" displayed in the guidance area n5, it shows the user that when the user presses the R2 button 36, the player character can dodge the attacks of enemy characters. In the following description, the operation that the user can perform to make the player character activate an ability is called a special operation. To perform this special operation, the user needs to hold down the R1 button 35.

[0091] Inside the button icons b1 to b4, normal gauge icons g1 to g4 are displayed as an example of the first special operation area. The normal gauge icons g1 to g4 are arranged corresponding to the button icons b1 to b4, showing the content of the special operation in a special operation mode different from the normal operation mode. Generally, the screen drawing unit 104 draws a parameter indicating whether the user can perform a special operation in the normal gauge icons g1 to g4, and the screen output unit 105 outputs the screen with this parameter drawn to the display device 4. Here, in the normal gauge icons g1 to g4, as the content of the special operation, the parameter until the user can perform the special operation (for example, the color area a1 shown later) is displayed in different colors for each special operation. In addition, Figure 6 the normal gauge icons g1 to g4 shown indicate that all special operations can be used. In addition, the button icons b1 to b4 and the normal gauge icons g1 to g4 are arranged at equal intervals, but they can also be arranged at different intervals. Figure 5 The parameter increases under specified conditions, and when the parameter exceeds the specified value, the user can perform a special operation. Moreover, the parameter decreases because the special operation is performed and the player character activates an ability. For example, in the case where the operation mode is the normal operation mode, the parameter is represented by the shape change of the color area within the normal gauge icons g1 to g4 indicating the state until the user can perform the special operation. And when the normal gauge icons g1 to g4 are filled with the color area, the user can perform the special operation. Here, focusing on the normal gauge icon g1, an example of the change of the parameter will be described with reference to

[0092] is an enlarged view showing the situation of the change of the parameter shown by the normal gauge icon g1. This parameter is represented by the shape change of the color area a1 within the normal gauge icon g1 indicating the state until the user can perform the special operation. Figure 6

[0093] Figure 6

[0094]

[0094] The change in the parameter shown by the normal gauge icon g1 is shown by the change in the area of the color region a1 displayed inside the normal gauge icon g1. For example, according to the player character being attacked by an enemy character or the passage of in-game time, the area of the color region a1 increases and the shape of the color region a1 changes. Also, for example, when the shape of the color region a1 changes to the same quadrilateral as the normal gauge icon g1 so that the normal gauge icon g1 is filled with the color region a1, the character can activate an ability, and thus the user can perform a special operation.

[0095] The display form of the normal gauge icon g1 changes in order from Figure 6 (1) thereof.

[0096] In Figure 6 the display form shown in (1) thereof, the state is such that the color region a1 is not displayed in the normal gauge icon g1.

[0097] In Figure 6 the display form shown in (2) thereof, the state is such that the color region a1 is displayed in the normal gauge icon g1. Among them, the color region a1 is shown in a state of accumulating at the lower part of the normal gauge icon g1.

[0098] In Figure 6 the display form shown in (3) thereof, it is shown in a state where the area of the color region a1 of the normal gauge icon g1 has increased. The color region a1 is shown in a state of accumulating to about half of the normal gauge icon g1.

[0099] In Figure 6 the display form shown in (4) thereof, it is shown in a state where the area of the color region a1 of the normal gauge icon g1 has increased. The color region a1 is shown in a state of accumulating to a degree more than half of the normal gauge icon g1.

[0100] <Special operation mode>

[0101] Next, the special operation mode will be described. First, the display form of the specific region 42A in the case where the operation mode is the special operation mode will be described.

[0102] Figure 7 is a diagram showing the display form of the specific region 42A in the case where the operation mode is the special operation mode.

[0103] Information for guiding the user in the game operation in the special operation mode is displayed in the specific area 42A. The user can understand the ability that the player character can activate in the special operation mode by checking the specific area 42A. Button icons b11 to b14 are displayed in the specific area 42A. The "A", "B", "C", and "D" displayed on the button icons b11 to b14 correspond to the positions of the operation buttons 33 of the operation controller 3 (see Figure 3 In addition, the button icons b11 to b14 are used as an example of at least three or more selection operation areas provided corresponding to the operation button 33.

[0104] Here, the button icons b11 to b14 are arranged so as to surround a specific position c11 indicated by a black dot in the figure. The specific position c11 is shown in the figure to explain the positions of various icons displayed in the specific area 42A, and is not actually displayed in the specific area 42A. Figure 7 The specific position c11 and button icons b11 to b14 shown in the figure are displayed in the same manner as in the normal operation mode. Figure 5 The specific position c1 shown is the same position as the button icons b1 to b4. The specific position c11 is set near the center of the button icons b11 to b14, and the distances from the specific position c11 to the button icons b11 to b14 are equal. However, by arranging the button icons b11 to b14 in a diamond shape, for example, the distances from the specific position c11 to the button icons b11 and b13 and the distances from the specific position c11 to the button icons b12 and b14 can be different.

[0105] In addition, when the operation mode is the special operation mode, special meter bar icons g11 to g14 are displayed outside the button icons b11 to b14. The special meter bar icons g11 to g14 are arranged corresponding to the button icons b11 to b14, and show the content of the special operation in the special operation mode. Figure 5 The normal meter bar icons g1 to g4 shown are switched to the special meter bar icons g11 to g14, and the special meter bar icons g11 to g14 are arranged at the outer side than the normal meter bar icons g1 to g4. In addition, the button icons b11 to b14 and the special meter bar icons g11 to g14 are arranged at equal intervals, but they can also be arranged at different intervals.

[0106] Moreover, in the special gauge icons g11 to g14, as the content of the special operation, the parameters until the special operation can be executed are displayed in different colors for each special operation. In addition, pictures set for each ability are displayed inside the special gauge icons g11 to g14. The pictures displayed inside the special gauge icons g11 to g14 are basically different for each ability, but the same picture may be displayed for some abilities.

[0107] When the operation mode is the special operation mode, the parameters are represented by the shape change of the color area inside the special gauge icons g11 to g14 indicating the state until the special operation can be executed. When the special gauge icons g11 to g14 are filled with the color area, it becomes the state where the player character can activate the ability, and the user can execute the special operation by pressing the R1 button 35 to switch to the special operation mode. In addition, regarding the color of the color area when it becomes the state where the player character can activate the ability, the colors of all the special gauge icons g11 to g14 can be the same color, or different colors. It can also be the color matching the attribute of the player character as described above (for example, red for the fire attribute and blue for the water attribute).

[0108] In addition, Figure 7 the shown special gauge icons g11 to g14 indicate that all the special operations can be used. The screen drawing unit 104 draws the special gauge icons g11 to g14 in the case where the operation mode is the special operation mode as an area larger in size than the normal gauge icons g1 to g4 in the case where the operation mode is the normal operation mode. As a result, the special gauge icons g11 to g14 are displayed in a size larger than that of Figure 5 the shown normal gauge icons g1 to g4.

[0109] Outside the special gauge icons g11 to g14, special operation areas n11 to n14 are respectively arranged corresponding to the button icons b11 to b14 as an example of the second special operation area. In Figure 7 this, the special operation areas n11 to n14 are displayed so as not to overlap with the button icons b11 to b14, but the special operation areas n11 to n14 can also be displayed so as to overlap with the button icons b11 to b14. Moreover, when the operation mode is the special operation mode, the screen drawing unit 104 draws text or images representing the content of the special operation in matching with the positions of the special gauge icons g11 to g14. Then, the screen output unit 105 outputs the specific area 42A on which the text or images representing the content of the special operation are drawn to the display device 4.

[0110] As the operation contents displayed in the special operation areas n11 to n14, for example, "Ability 1" is displayed in the special operation area n11, and "Ability 2" is displayed in the special operation area n12. For example, when the user presses the operation button 33 of "A" shown by the button icon b11, a special operation of making the player character activate Ability 1 can be performed. In this way, each button of the operation button 33 corresponds to an operation on the player character. Moreover, since the operation contents are displayed in the special operation areas n11 to n14, it is easy for the user to grasp which button to press and what operation will be performed on the player character.

[0111] Guiding areas n15, n16 for guiding the user on what operations will be performed when the R1 button 35 and the R2 button 36 are pressed in the special operation mode are also displayed in the upper right of the specific area 42A. The display contents and functions of the guiding areas n15, n16 are the same as those of Figure 5 the guiding areas n5, n6 shown.

[0112] As Figure 5 and Figure 7 shown, in the normal operation mode, the normal gauge icons g1 to g4 displayed inside the button icons b1 to b4 are displayed outside the button icons b11 to b14 as special gauge icons g11 to g14 in the special operation mode. Therefore, in the special operation mode, it is easy for the user to visually confirm the states of the special gauge icons g11 to g14, and thus it is easy for the user to judge whether the special operation can be executed. In addition, among the special gauge icons g11 to g14, as the contents of the special operation, the parameters (for example, the color area a11 shown later Figure 8 shown) until the user can execute the special operation are displayed in different colors for each special operation. At this time, the screen drawing unit 104 draws the parameters indicating whether the special operation can be executed in the special gauge icons g11 to g14, and the screen output unit 105 outputs the screen on which the parameters are drawn to the display device 4.

[0113] In addition, in accordance with the switching instruction of the operation mode input from the operation controller 3 in the form of a mode switching signal, the screen drawing unit 104 performs drawing while continuously moving at least one of the normal gauge icons g1 to g4 and the special gauge icons g11 to g14 from the inside of the button icons b1 to b4 to the outside. Here, the screen drawing unit 104 performs a drawing process of expanding and moving the normal gauge icons g1 to g4, which are an example of the first special operation area, while fading out with respect to a specific position c1. Moreover, simultaneously with this drawing process, the screen drawing unit 104 performs a drawing process of moving the special gauge icons g11 to g14, which are an example of the second special operation area, while fading in with respect to the specific position c1. However, the screen drawing unit 104 may also display the specific area 42A in the Figure 7 display form shown after performing either one of the above drawing processes. By displaying in such a manner that the image changes from the specific area 42 to the specific area 42A, it becomes easy for the user to recognize that the switching instruction has been accurately input from the operation controller 3 and that the operation mode has been switched to the special operation mode.

[0114] <Display form of special gauge icon>

[0115] Next, an example of the display form of the special gauge icons g11 to g14 will be described with reference to Figures 8 - 14 . In addition, in Figures 8 - 11 , the display form of the special gauge icon g11 will be described, and in Figures 12 - 14 , the display form of the special gauge icon g13 will be described. In addition, in the display form described in Figures 8 - 14 , it is considered that the user continuously holds down the R1 button 35.

[0116] Figure 8 is an enlarged view showing the display form of the special gauge icon g11 in a state where the player character can activate an ability.

[0117] In Figure 8 as shown in (1) of the display form, the color area a11 of the special gauge icon g11 glows in a fully accumulated state. By the color area a11 of the special gauge icon g11 glowing, it shows the user that the player character is in a state where it can activate an ability.

[0118] In Figure 8In the display form shown in (2), a light emission effect e11-1 is displayed around the special gauge icon g11. The light emission effect e11-1 emits light, for example, in a color different from the light emission color of the color area a11 and in a range larger than the special gauge icon g11. In addition, the light emission effect e11-1 is displayed at regular time intervals. Through this light emission effect e11-1, the user strongly recognizes that the player character is in a state where it can activate an ability.

[0119] Figure 9 It is an enlarged view showing the display form of the special gauge icon g11 during the cooldown time.

[0120] When the player character activates an ability, it moves to the cooldown time. The cooldown time is the waiting time required until the player character can activate the ability again.

[0121] In Figure 9 In the display form shown in (1), the special gauge icon g11 just after activating the ability is shown. At this time, the color area a11 of the special gauge icon g11 disappears and the brightness of the special gauge icon g11 also decreases. This Figure 9 The display form shown in (1) represents a state where the player character cannot activate the ability.

[0122] In Figure 9 In the display forms shown in (2), (3), and (4), the state where the color area a11 gradually accumulates in the special gauge icon g11 is shown. By showing the morphological change of the accumulation of the color area a11 in the special gauge icon g11, the user can increase the expectation until the state where the ability can be activated.

[0123] After the player character activates an ability, it moves to the cooldown time. During the cooldown time, the player character cannot activate the ability, but the user hopes to know at which time point the ability can be activated. Therefore, if the display form of the special gauge icon g11 changes during the cooldown time, the user can know how long to wait until the player character can activate the ability.

[0124] Figure 10 It is an enlarged view showing the display form of the special gauge icon g11 at the end of the cooldown time. Here, the display form of the special gauge icon g11 is explained separately for during the cooldown time and at the end of the cooldown time.

[0125] Figure 10 The display form during the cooldown time shown in (1) of Figure 9 is the same as the display form shown in (4) of

[0126] In Figure 10In the display form at the end of the cooling time shown in (2), the special gauge icon g11 is displayed in a state filled with the color area a11. Further, at the moment when the special gauge icon g11 is filled with the color area a11, a lighting effect e11-2 is shown around the special gauge icon g11. Through the lighting effect e11-2, the special gauge icon g11 emits light brightly, and thus it is possible to notify the user that the state has changed to a state where the player character can activate an ability.

[0127] Figure 11 It is an enlarged view showing the display form of the special gauge icon g11 when an ability is activated. Here, the display form of the special gauge icon g11 will be described separately for before and during the activation of the ability.

[0128] Before Figure 11 In the display form before the activation of the ability shown in (1), the special gauge icon g11 is shown in a state filled with the color area a11.

[0129] Before Figure 11 In the display form during the activation of the ability shown in (2), it is shown in a state where a lighting effect e11-3 is displayed around the special gauge icon g11. When the user performs an operation to activate the ability (an operation of pressing the "A" button while holding down the R1 button 35 of the operation controller 3), through the lighting effect e11-3, the special gauge icon g11 emits light brightly, and the character activates the ability. By the lighting of the lighting effect e11-3, it is possible to notify the user that the player character has activated the ability.

[0130] <Display form of a specific area for notifying an ability that a player character can continuously activate>

[0131] There are various types of abilities. Here, with reference to Figures 12 - 14 the display form of a specific area 42A for notifying the user of an ability that a player character can continuously activate within a short period of time (for example, within a period of 30 seconds) will be described.

[0132] (Display example of a specific area including a remaining number icon)

[0133] Figure 12 It is an enlarged view showing a display example of the specific area 42A where the remaining number icon t13 is displayed. In Figure 12 the specific area 42A shown, for the purpose of avoiding clutter in the drawing, the description of the special operation areas n11 to n14, and the guide areas n15, n16 shown in Figure 7 is omitted.

[0134] The remaining - times icon t13 is an example of an executable - times area that shows the number of times a special operation can be executed. When the operation mode is the special - operation mode, the screen - drawing unit 104 draws, inside the button icons b11 to b14, a remaining - times icon t13 that shows the number of times the user can execute the special operation, that is, the remaining number of times of the ability that the player character can continuously activate within a short period. Then, the screen - output unit 105 outputs a screen 41 on which a specific area 42A including the remaining - times icon t13 is drawn to the display device 4.

[0135] Here, inside the special - gauge icon g13 and the button icon b13, the remaining - times icon t13 is displayed as the number of times the player character can activate Ability 3. Here, when the remaining - times icon t13 shows "2", it means that the remaining number of times the player character can activate Ability 3 is 2 times. Here, the remaining number of times displayed on the remaining - times icon t13 changes according to the size of the color area a13 of the special - gauge icon g13. In Figure 12 the example shown, it can be seen that when the special - gauge icon g13 is filled with the color area a13, the number of times the player character can activate Ability 3 is 2 times.

[0136] (The case where the color area decreases)

[0137] Figure 13 is an enlarged view showing the change of the special - gauge icon g13 when the player character continuously activates the ability. In Figure 13 and Figure 14 the example shown, it is assumed that when the special - gauge icon g13 is filled with the color area a13, the player character can continuously activate Ability 3 at most 3 times.

[0138] In Figure 13 the display form shown in (1), the entire special - gauge icon g13 is filled with the color area a13, and the remaining - times icon t13 shows "3". This means that the remaining number of times of the ability is 3 times. When it is an ability that can be continuously activated by the player character, for example, the length from the lower vertex to the upper vertex of the special - gauge icon g13 is divided by the maximum number of times the ability can be activated, and the positions obtained by this division are made to correspond to the height of the color area a13. For example, when the player character can continuously activate the ability at most 3 times, when the height of the color area a13 from the lower vertex reaches one - third of the length from the lower vertex to the upper vertex of the special - gauge icon g13, the character can activate the ability 1 time.

[0139] In Figure 13In the display state shown in (2), the state after the player character has used an ability once is shown. At this time, a part of the color area a13 is reduced from the special gauge icon g13. Moreover, the height of the color area a13 measured from the lower vertex becomes two-thirds of the length from the lower vertex to the upper vertex of the special gauge icon g13, and the remaining uses icon t13 shows "2".

[0140] In Figure 13 In the display state shown in (3), the state after the player character has used an ability one more time is shown. At this time, the color area a13 is further reduced from the special gauge icon g13. At this time, the height of the color area a13 measured from the lower vertex becomes one-third of the length from the lower vertex to the upper vertex of the special gauge icon g13, and the remaining uses icon t13 shows "1".

[0141] In Figure 13 In the display state shown in (4), the state after the player character has used an ability one more time is shown. At this time, the color area a13 disappears from the special gauge icon g13, and the remaining uses icon t13 shows "0". Therefore, in Figure 13 In the display state shown in (4), the player character cannot activate the ability.

[0142] (Case of color area increase)

[0143] Figure 14 It is an enlarged view showing the change of the special gauge icon g13 until the player character can activate the ability. The color area a13 of the special gauge icon g13 increases according to the passage of time.

[0144] In Figure 14 In the display state shown in (1), only a little color area a13 is accumulated in the special gauge icon g13, and the remaining uses icon t13 shows "0". Therefore, the player character cannot activate the ability.

[0145] In Figure 14 In the display state shown in (2), the color area a13 is accumulated in the special gauge icon g13. At this time, the height of the color area a13 measured from the lower vertex becomes one-third of the length from the lower vertex to the upper vertex of the special gauge icon g13, and the remaining uses icon t13 shows "1". Therefore, in Figure 14 In the display state shown in (2), the player character can activate the ability once.

[0146] In Figure 14In the display form shown in (3), the color area a13 accumulates to more than half of the special gauge icon g13. At this time, the height of the color area a13 from the lower vertex becomes two-thirds of the length from the lower vertex to the upper vertex of the special gauge icon g13, and the remaining number icon t13 displays "2". Therefore, in Figure 14 In the display form shown in (3), the player character can activate the ability 2 times.

[0147] In Figure 14 In the display form shown in (4), the special gauge icon g13 is completely filled with the color area a13, so the remaining number icon t13 displays "3". Therefore, in Figure 14 In the display form shown in (4), the player character can activate the ability 3 times.

[0148] As Figure 13 and Figure 14 shown, according to the remaining number of times the player character can activate the ability, the color area a13 accumulates in the special gauge icon g13, and the remaining number is displayed in the remaining number icon t13. Here, when the color area a13 accumulates, the height of the color area a13 changes at a constant speed from the lower vertex of the special gauge icon g13 to the upper vertex of the special gauge icon g13. However, it is not necessarily required to change the speed of the height of the color area a13 at a constant speed.

[0149] In addition, it is possible to change the height of the color area a13 from the lower vertex with respect to the length from the lower vertex to the upper vertex of the special gauge icon g13 according to the maximum number of times the player character can continuously activate the ability. For example, it may be that if the player character can continuously activate the ability up to n times, when the height of the color area a13 from the lower vertex reaches one nth of the length from the lower vertex to the upper vertex of the special gauge icon g13, the character can activate the ability 1 time.

[0150] <Example of the processing of the information processing device>

[0151] Next, an example of the processing of the information processing device 2 (refer to Figure 4 ) will be described.

[0152] Figure 15 is a flowchart showing an example of the processing of the information processing device 2. It is assumed that the operation mode at the start time of this processing is set to the normal operation mode.

[0153] First, the input reception unit 101 receives input information from the operation controller 3 (S1). This input information includes, for example, any of the operation signals from the right joystick key 31, the left joystick key 32, the operation button 33, the cross direction key 34, and the operation signals from the R1 key 35, R2 key 36, L1 key 37, or L2 key 38. In addition, the mode switching signal for the R1 key 35 is included in the above operation signals.

[0154] Next, when the input information received by the input reception unit 101 includes a mode switching signal that is an indication of switching the operation mode, the mode switching unit 102 switches to the special operation mode (S2). For example, when the input information includes the operation signal from the R1 key 35, the mode switching unit 102 switches from the normal operation mode to the special operation mode.

[0155] The object action unit 103 determines whether the current operation mode is the special operation mode (S3). When it is determined that the current operation mode is the special operation mode (Yes in S3), the loop process of the special operation mode is entered (S4).

[0156] In this loop process, the screen drawing unit 104 draws the screen in the special operation mode, and the screen output unit 105 outputs the drawn screen to the display device 4 (S5). At this time, in the screen 41 of the display device 4, the specific area 42A in the case where the shown operation mode is the special operation mode is displayed. Figure 7 The shown operation mode is the special operation mode.

[0157] Next, the input reception unit 101 receives input information from the operation controller 3 (S6). Next, the mode switching unit 102 determines whether the input information received by the input reception unit 101 includes a mode switching signal that is an indication of switching the operation mode (S7). For example, if the user keeps the R1 key 35 pressed, the input information does not include the mode switching signal.

[0158] Therefore, when it is determined that the input information does not include the mode switching signal (No in S7), the user operates the player character using other operation buttons or the like while keeping the R1 key 35 pressed.

[0159] In this way, if the user keeps the R1 key 35 pressed, the mode switching signal is in the on state, so it can be said that the switching indication is continuously input. Moreover, during the period when the switching indication is continuously input, that is, during the period when the user presses the R1 key 35, the mode switching unit 102 maintains the operation mode as the special operation mode. Therefore, the object action unit 103 performs the operation process in the special operation mode (S8). Therefore, the player character can perform actions such as activating abilities.

[0160] Next, the screen drawing unit 104 draws a screen including the player character operated in the special operation mode, and the screen output unit 105 outputs the drawn screen to the display device 4 (S9). After that, the process returns to step S5 again, and the loop process of the special operation mode is repeated.

[0161] On the other hand, when the user removes a finger from the originally pressed R1 button 35, the input information includes a mode switching signal. Therefore, when it is determined in step S7 that the input information includes a mode switching signal (Yes in S7), the user is in a state where the finger has left the R1 button 35. In this way, when the user stops pressing the R1 button 35, the mode switching signal becomes off, so it can be said that the input of the switching instruction has stopped. Moreover, when it becomes the state where the user has stopped the input of the switching instruction, that is, when the user stops pressing the R1 button 35, the mode switching unit 102 switches the operation mode from the special operation mode to the normal operation mode (S10), and exits the loop process of the special operation mode. Then, the process returns to the process of step S1 again.

[0162] In addition, when the object action unit 103 determines in step S3 that the current operation mode is not the special operation mode (No in S3), that is, when the current operation mode is the normal operation mode, the screen drawing unit 104 draws a screen in the normal operation mode, and the screen output unit 105 outputs the drawn screen to the display device 4 (S11). At this time, a specific area 42 in the case where the operation mode shown in the screen 41 of the display device 4 is the normal operation mode is displayed. Figure 5 The operation mode shown is the specific area 42 in the case of the normal operation mode.

[0163] Next, the input reception unit 101 receives input information from the operation controller 3 (S12). Then, the object action unit 103 performs operation processing in the normal operation mode (S13). Therefore, the player character can perform normal actions such as not activating abilities.

[0164] Next, the screen drawing unit 104 draws a screen including the player character operated in the normal operation mode, and the screen output unit 105 outputs the drawn screen to the display device 4 (S14). After that, the process returns to step S1 again, and the process is repeated.

[0165] In the information processing apparatus 2 according to one embodiment described above, in the normal operation mode, the normal gauge icons g1 to g4 are displayed inside the button icons b1 to b4 provided in the specific area 42. According to the situation where the color areas are gradually accumulated in the normal gauge icons g1 to g4, even in the normal operation mode, it is easy for the user to grasp whether the state has changed to a state where the character can activate an ability. In addition, in the special operation mode, the special gauge icons g11 to g14 are displayed outside the button icons b11 to b14 provided in the specific area 42A. Here, when switching from the normal operation mode to the special operation mode, the normal gauge icons g1 to g4 (refer to Figure 5 ) displayed inside the button icons b1 to b4 are displayed as moving to the special gauge icons g11 to g14 (refer to Figure 7 ) outside the button icons b11 to b14. Therefore, a strong impression that the special operation mode has been switched can be given to the user.

[0166] In addition, special operation areas n11 to n14 are respectively displayed corresponding to the special gauge icons g11 to g14. The content of the ability corresponding to the button icons b11 to b14 is displayed in the special operation areas n11 to n14. Therefore, the user can perform a special operation to activate the ability shown as being in an activatable state in the special gauge icons g11 to g14 while confirming the content of the ability displayed in the special operation areas n11 to n14. In this way, the specific areas 42 and 42A are switched and displayed according to the operation mode, so that only the information sufficient and necessary for the user's operation is displayed. Moreover, the operation content that the user can execute is guided in the specific areas 42 and 42A, so that it is easy for the user to grasp the operation content to be executed.

[0167] In addition, the button icons b1 to b4 and b11 to b14 are respectively arranged at positions corresponding to the respective buttons of the operation buttons 33 of the operation controller 3. Therefore, the user can perform normal operations or special operations without confirming the operation controller 3 at hand, thereby improving the convenience of operation.

[0168] In addition, color areas are accumulated in the special gauge icons g11 to g14, and the state where the character can activate an ability is shown by the Figure 8 shown light emission effects e11-1 and Figure 10 shown light emission effects e11-2. Therefore, even in a situation where there are a large number of enemies or the screen changes dazzlingly, it is easy for the user to recognize the state where the player character can activate an ability. In addition, the user is informed that the character has activated an ability by the Figure 11 shown light emission effect e11-3. Therefore, it is easy for the user to recognize that a special operation has been intentionally performed to activate the ability of the character.

[0169] In addition, in the case where there is an ability that can be continuously activated, the number of times the player character can continuously activate the ability within a short period of time is displayed in the Figures 12 - 14 display form shown. Therefore, while the user confirms the remaining number icon t13, the user grasps the number of times the ability can be activated, making it easier to study strategies during battles (such as when to activate the ability, etc.).

[0170] [Variant Example]

[0171] The operation controller 3 according to the above-described embodiment outputs a mode switching signal to the information processing device 2 both when the user presses the R1 button 35 with a finger and when the finger leaves the R1 button 35. However, there are also users who have difficulty performing the operation of pressing the R1 button 35 or leaving the R1 button 35 when the player character and the enemy character displayed on the screen 41 are performing violent actions.

[0172] Therefore, when the user selects "Easy" as the game difficulty, the setting can also be changed so that a mode switching signal is output from the operation controller 3 to the information processing device 2 only at the timing of pressing the R1 button 35.

[0173] In this case, according to the user pressing the R1 button 35, a mode switching signal serving as an instruction to switch the operation mode is output from the operation controller 3 to the information processing device 2. When the mode switching signal is input from the operation controller 3, the mode switching unit 102 Figure 15 switches the operation mode to the special operation mode in the process of step S2. At this time, the mode switching signal becomes the ON state. As long as it is after the user presses the R1 button 35, even if the user's finger leaves the R1 button 35, a mode switching signal is not output from the operation controller 3 to the information processing device 2, and the mode switching unit 102 maintains the operation mode as the special operation mode. Therefore, in Figure 15 the process of step S7, it is determined that the input information does not include a mode switching signal ("No" in S7). At this time, the mode switching signal is in the ON state, but it can be said that the input of the switching instruction has stopped. After that, when the R1 button 35 is pressed again, a mode switching signal is input from the operation controller 3 to the information processing device 2 again. Therefore, in Figure 15 the process of step S7, it is determined that the input information includes a mode switching signal ("Yes" in S7). Then, the mode switching unit 102 switches the operation mode from the special operation mode to the normal operation mode (S10). In this way, the user can perform special operations even in a state where the finger has left the R1 button 35 after pressing the R1 button 35 once. In addition, when returning from the special operation mode to the normal operation mode, only the operation of pressing the R1 button 35 again is required, and even users who are not used to action games can enjoy the game.

[0174] In addition, when a mode switching signal serving as a switching instruction is input from the operation controller 3, the screen drawing unit 104 may also draw text or images different for each character in the area inside the button icons b11 to b14. For example, the screen drawing unit 104 may also draw the current level, rank, and other statuses according to the character. In this way, by drawing and displaying the status inherent to the character, the user can easily confirm the status of the currently operated character without switching the screen display.

[0175] In a multiplayer game in which multiple users join a single scene and multiple characters are operated, the drawing process of the specific areas 42 and 42A according to the above-described embodiment can also be applied. In a multiplayer game, in addition to displaying the specific areas 42 and 42A of the character operated by the user himself / herself on the display device 4, the specific areas 42 and 42A of the characters operated by other users may also be displayed on the display device 4. In this case, the user knows whether the characters operated by other users are in a state where they can activate their abilities. Therefore, when the user operates in a group consisting of multiple characters, the user can also perform an operation of combining the abilities activated by his / her own character with the abilities activated by other characters.

[0176] In addition, it goes without saying that the present invention is not limited to the above-described embodiment, and various other application examples and modification examples can be taken without departing from the gist of the present invention described in the claims.

[0177] For example, in the above-described embodiment, the structure of the information processing device 2 has been described in detail and specifically in order to explain the present invention in an easy-to-understand manner, and it is not necessarily limited to having all the structures described. In addition, it is also possible to add, delete, or replace other structures for a part of the structure of this embodiment.

[0178] In addition, the control lines and information lines are shown for the sake of explanation, and not all control lines and information lines may be shown on the product. In fact, it can be considered that almost all the structures are connected to each other.

[0179] Explanation of Reference Numerals

[0180] 1: Image drawing system; 2: Information processing device; 3: Operation controller; 4: Display device; 5: Content distribution server; 35: R1 key; 41: Screen; 42, 42A: Specific area; 101: Input reception unit; 102: Mode switching unit; 103: Object action unit; 104: Screen drawing unit; 105: Screen output unit; b1 to b4, b11 to b14: Button icons; c1, c11: Specific positions; g1 to g4: Normal measurement bar icons; g11 to g14: Special measurement bar icons; n1 to n4: Normal operation areas; n11 to n14: Special operation areas.

Claims

1. A program, which is a program for drawing a picture, wherein, A part of the screen includes a specific area for guiding operations for the game via the input unit, and the program causes a computer to execute the following processes: When the operation mode of the game is the normal operation mode, draw the specific area having at least three or more selection operation areas corresponding to and configured to surround a specific position within the specific area, set on the input unit, a normal operation area set outside the selection operation area corresponding to the selection operation area, and a first special operation area set inside the selection operation area corresponding to the selection operation area, wherein the normal operation area shows the content of the normal operation in the normal operation mode, and the first special operation area shows the content of the special operation in a special operation mode different from the normal operation mode; According to a switching instruction for the operation mode input from the input unit, switch the operation mode from the normal operation mode to the special operation mode; and When the operation mode is the special operation mode, draw the specific area in which a second special operation area corresponding to the first special operation area is arranged at a position outside the first special operation area.

2. The program according to claim 1, wherein the program causes a computer to execute the following process: According to the switching instruction input from the input unit, while continuously moving at least one of the first special operation area and the second special operation area from the inside of the selection operation area to the outside, perform drawing.

3. The program according to claim 2, wherein the program causes a computer to execute the following process: When the operation mode is the special operation mode, draw text or an image representing the content of the special operation in accordance with the position of the second special operation area.

4. The program according to claim 3, wherein the program causes a computer to execute the following process: Draw parameters indicating whether the special operation can be executed in the first special operation area and the second special operation area.

5. The program according to claim 4, wherein under a specified condition, the parameter increases, and when the parameter exceeds a specified value, the special operation can be executed, and the parameter decreases due to the execution of the special operation.

6. The program according to claim 5, wherein the program causes a computer to execute the following process: Draw the parameter in a different color for each special operation.

7. The program according to claim 4, wherein the program causes a computer to execute the following process: Draw the second special operation area when the operation mode is the special operation mode as an area larger in size than the first special operation area when the operation mode is the normal operation mode.

8. The program according to claim 4, wherein The program causes a computer to execute the following process: during the period of continuously inputting the switching instruction, the operation mode is maintained as the special operation mode, and when the input of the switching instruction stops, the operation mode is switched to the normal operation mode.

9. The program according to claim 4, wherein The program causes a computer to execute the following process: when the switching instruction is input, the operation mode is maintained as the special operation mode, and when the switching instruction is input again after the input of the switching instruction stops, the operation mode is switched to the normal operation mode.

10. An image drawing method, which is an image drawing method for drawing a picture, wherein, A part of the screen includes a specific area for guiding operations on the game via an input unit, and the image drawing method includes the following steps: In the case where the operation mode of the game is the normal operation mode, the specific area is drawn with at least three or more selection operation areas that are correspondingly set with the selection operation unit provided in the input unit and configured to surround a specific position within the specific area, a normal operation area that is correspondingly set outside the selection operation area, and a first special operation area that is correspondingly set inside the selection operation area. The normal operation area shows the content of the normal operation in the normal operation mode, and the first special operation area shows the content of the special operation in a special operation mode different from the normal operation mode; According to the switching instruction of the operation mode input from the input unit, the operation mode is switched from the normal operation mode to the special operation mode; and In the case where the operation mode is the special operation mode, the specific area is drawn with a second special operation area corresponding to the first special operation area arranged at a position outside the first special operation area.

11. A game device, which is a game device for drawing a screen, wherein, A part of the screen includes a specific area for guiding operations on the game via an input unit, and the game device includes: A drawing unit that, in the case where the operation mode of the game is the normal operation mode, draws the specific area with at least three or more selection operation areas that are correspondingly set with the selection operation unit provided in the input unit and configured to surround a specific position within the specific area, a normal operation area that is correspondingly set outside the selection operation area, and a first special operation area that is correspondingly set inside the selection operation area. The normal operation area shows the content of the normal operation in the normal operation mode, and the first special operation area shows the content of the special operation in a special operation mode different from the normal operation mode; and An operation mode switching unit that, according to the switching instruction of the operation mode input from the input unit, switches the operation mode from the normal operation mode to the special operation mode, Wherein, in the case that the operation mode is the special operation mode, the drawing unit draws the specific area in which a second special operation area corresponding to the first special operation area is arranged at a position outside the first special operation area.