Game system, information processing method, computer program product, and computer-readable non-transitory storage medium

CN122828359APending Publication Date: 2026-09-29NINTENDO CO LTD
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Patent Information

Application Number
CN202610343791.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2025-03-28
Filing Date
2026-03-20
Publication Date
2026-09-29

AI Technical Summary

Technical Problem

[0003]对于让用户容易使玩家角色到达目的地,存在改善的余地

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention provides a game system, an information processing method, a computer program product, and a computer-readable, non-transitory storage medium. One example of the game system in this embodiment includes a game device, a server, and a communication terminal. The game device moves a player character within a three-dimensional virtual space based on user input. The communication terminal displays a first map and candidate target locations, and determines the target location from among the candidates based on user input. The game device calculates the distance or direction to the destination based on the destination in the three-dimensional virtual space corresponding to the determined target location and the three-dimensional position information of the player character, and sends first guidance information. The communication terminal outputs guidance display or guidance sound based on the first guidance information or second guidance information corresponding to the first guidance information.
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Description

Technical Field

[0001] This invention relates to a game system, information processing method, and game program for controlling the movement of a player character. Background Technology

[0002] In the past, there have been games that displayed maps of virtual space to make it easier for users to guide their player characters to their destinations (see, for example, Japanese Patent Application Publication No. 2023-098556).

[0003] There is room for improvement in making it easier for users to guide their player characters to their destinations.

[0004] This invention provides a new game system, information processing method, and game program that allows users to easily guide player characters to their destinations. Summary of the Invention

[0005] The present invention employs the following structure.

[0006] (First Structure)

[0007] The first structure is a game system comprising a game device and a communication terminal capable of communicating with a server respectively. The game device performs movement control to move a player character within a three-dimensional virtual space based on operational input. The communication terminal has a display and a speaker, and performs the following processes: storing a two-dimensional first map corresponding to the three-dimensional virtual space; displaying the first map and candidate target locations on the display; determining a target location from the candidates based on operational input; and sending the determined target location to the server. The game device performs the following processes: obtaining the target location from the server; calculating the distance or direction from the player character to the destination based on the destination in the three-dimensional virtual space corresponding to the target location obtained from the server and the three-dimensional position information of the player character within the three-dimensional virtual space; determining first guidance information based on the calculated distance or direction from the player character to the destination; and sending the first guidance information to the server. The communication terminal performs the following processing: obtaining the first guidance information or the second guidance information corresponding to the first guidance information from the server; and based on the first guidance information or the second guidance information obtained from the server, outputting guidance display from the display or outputting guidance sound from the speaker.

[0008] Based on the above, the user sets a destination using a first map displayed on the communication terminal, and operates the game device based on the guidance display or guidance sound from the communication terminal, thereby enabling the player character to reach the destination and providing a new guidance method.

[0009] (Second structure)

[0010] In the second structure, alternatively, in the first structure described above, the three-dimensional virtual space includes a first site and a second site located above or below the first site. Alternatively, the first map may include a map representing map information of the first site and a map representing map information of the second site.

[0011] Based on the above, it is possible to use maps prepared for each site to guide visitors to their destination.

[0012] (Third structure)

[0013] In the third structure, or in the second structure described above, the communication terminal performs the following processing: determining the target location in the first or second venue based on the operation input; when the player character is in the first venue and the destination is in the first venue, providing a first guide as the guide display or the guide sound output indicating the distance or direction to the destination; and when the player character is in the first venue and the destination is in the second venue, providing a second guide as the guide display or the guide sound output indicating that the destination is in the second venue.

[0014] Based on the above, when the destination is located in a different location than the player character's location, guidance can be provided to that location; when the destination is located in the player character's location, specific guidance can be provided to the destination.

[0015] (Fourth Structure)

[0016] In the fourth structure, or any of the first to third structures described above, the game device performs the following processing: storing a two-dimensional second map that corresponds to the first map and represents the site of the three-dimensional virtual space; displaying the second map in a first state containing the first map information, or in a second state without the first map information, based on operation input; and changing the second map from a second state to a first state according to whether the player character has reached the destination or met the specified conditions at the destination. Alternatively, regardless of whether the second map is in the first or second state, the first map contains the second map information corresponding to the first map information. Alternatively, the communication terminal performs the following processing: displaying the second map, which contains the second map information and the player character's location information, on the display.

[0017] Based on the above, even if the second map displayed on the gaming device does not contain the information of the first map, the communication terminal can still be used to guide the user to the destination because the first map displayed on the communication terminal contains the information of the second map.

[0018] (Fifth Structure)

[0019] In the fifth structure, or any of the first to fourth structures described above, the communication terminal performs the following processing: based on the operation input, determines a second type of target location from the candidates; and sends the determined second type of target location to the server. Alternatively, the game device performs the following processing: obtains the second type of target location from the server; and, if the player character has arrived at a second type of destination in the three-dimensional virtual space corresponding to the second type of target location obtained from the server, sends identification information corresponding to the second type of destination to the server. Alternatively, the communication terminal performs the following processing: outputs sound content corresponding to the identification information from the speaker.

[0020] As described above, when the player character reaches the second type of destination, the system outputs sound content corresponding to the second type of destination, thus providing the user with the enjoyment of reaching the destination.

[0021] (Sixth Structure)

[0022] In the sixth structure, or in the fifth structure described above, the game device performs the following processing: based on the destination of the second type and the location information, calculates the distance or direction from the player character to the destination of the second type in the three-dimensional virtual space; and based on the calculated distance or direction from the player character to the destination of the second type, determines the first guidance information and sends the first guidance information to the server.

[0023] Based on the above, it is also possible to guide passengers to the second type of destination.

[0024] (Seventh Structure)

[0025] In the seventh structure, or any of the first to sixth structures described above, the communication terminal performs the following processing: acquiring sound data as the second guidance information; and outputting the guidance sound based on the acquired sound data.

[0026] Based on the above, the data capacity of communication terminals can be reduced.

[0027] Alternatively, other structures could be information processing methods performed in the aforementioned game system, or game programs executed in the aforementioned game device.

[0028] According to the present invention, a new guiding method can be provided.

[0029] These and other objects, features, aspects, and effects of the invention will become further clear when compared with the accompanying drawings and according to the following detailed description. Attached Figure Description

[0030] Figure 1 This is a diagram illustrating an example of the game system 1 of this embodiment.

[0031] Figure 2 This is a diagram illustrating an example of the structure of the game device 20.

[0032] Figure 3 This is a diagram illustrating an example of the structure of a smartphone 30.

[0033] Figure 4 This is an example of a game screen showing the game of this embodiment being played on the game device 20.

[0034] Figure 5 This is an example of a screen showing a smartphone 30 performing a boot function.

[0035] Figure 6 This is an example of a screen showing the destination settings, and an example of an application screen showing the user selecting the icon I41 of the first game object 41.

[0036] Figure 7 This is an example of an application screen that appears after the initial boot of the first game object 41.

[0037] Figure 8 It shows the player character PC from Figure 4 The image shown is an example of the game screen after the player moved north from the indicated position.

[0038] Figure 9 It shows that Figure 8 The image shown is an example of an application screen during the game's boot process.

[0039] Figure 10 This image shows an example of a game screen displaying the player character PC moving further north and having reached the vicinity of the destination DP.

[0040] Figure 11 It shows that Figure 10 The image shown is an example of an application screen during gameplay.

[0041] Figure 12 This is an example of a second map displayed on the game screen, showing a scenario where the area in the ground field GF associated with the first game object 41 changes from an unopened state to an unlocked state.

[0042] Figure 13 This diagram illustrates the flow of actions of the game device 20, server 10, and smartphone 30 during the process of guiding the first game object 41.

[0043] Figure 14 This is a diagram showing an outline of the process of guiding the second game object 42.

[0044] Figure 15 This is a diagram illustrating an example of the various data stored in the gaming device 20.

[0045] Figure 16 This is a diagram illustrating an example of the various types of data stored in smartphone 30.

[0046] Figure 17 This is a diagram illustrating an example of the various types of data stored in server 10.

[0047] Figure 18 This is a flowchart illustrating an example of game device processing performed on the game device 20.

[0048] Figure 19 This is a flowchart illustrating an example of the guiding process in step S19.

[0049] Figure 20 This is a flowchart illustrating an example of smartphone processing performed in smartphone 30.

[0050] Figure 21 This is a flowchart illustrating an example of server processing performed in server 10. Detailed Implementation

[0051] The following describes a game system based on an example of this embodiment. Figure 1 This diagram illustrates an example of the game system 1 of this embodiment. (As shown...) Figure 1 As shown, the game system 1 includes a server 10, a game device 20, and a smartphone 30. The game device 20 is connected to the server 10 in a communicable manner via a network 5 (e.g., the Internet). Additionally, the smartphone 30 is connected to the server 10 in a communicable manner via the network 5.

[0052] Server 10 comprises one or more server devices. Server 10 includes a processor (not shown), storage devices, and a communication unit. User account information, voice data (described later), etc., are stored in server 10.

[0053] The gaming device 20 is capable of executing various information processing programs, including game programs for executing the game application (hereinafter referred to as "game") of this embodiment.

[0054] The smartphone 30 can execute applications (hereinafter referred to as "smartphone applications") corresponding to the games executed on the gaming device 20. The smartphone 30 can also be any communication terminal such as a smart device, tablet terminal, personal computer, wearable device, etc.

[0055] The gaming device 20 and smartphone 30 are used by, for example, user X, and are associated with each other through user X's account. Furthermore, the gaming system 1 includes a large number of gaming devices 20 and smartphones 30 used by users.

[0056] (Structure of the game device 20)

[0057] The following describes an example of the structure of the game device 20. Figure 2 This diagram illustrates an example of the structure of the game device 20. The game device 20 of this embodiment includes a main unit and a controller.

[0058] The gaming device 20 includes a controller operated by a user. The controller is equipped with multiple buttons for game operations and an analog joystick for directional control. The controller is connected to the main unit of the gaming device 20 via a wired or wireless connection.

[0059] Additionally, the gaming device 20 includes a processor 21, DRAM 22, and non-volatile memory 23. The processor 21 is an information processing unit that performs various information processing tasks (such as game processing) within the gaming device 20, and may include one or more CPUs (Central Processing Units) and one or more GPUs (Graphics Processing Units). Furthermore, the processor 21 may consist solely of a CPU, or it may be a System-on-a-Chip (SoC) that includes multiple functions such as CPU and GPU. The processor 21 reads the game program stored in the non-volatile memory 23 or a dedicated memory card connected to the slot into the DRAM 22 and executes the game program.

[0060] Additionally, the game device 20 includes a slot interface (hereinafter referred to as "I / F") 26 and a slot 27. A non-volatile memory (hereinafter referred to as "dedicated memory card") dedicated to the game device 20 and similar information processing devices can be inserted into slot 27. The dedicated memory card stores the game program used to execute the game and the data used in the execution of the game. Slot I / F 26 reads and writes data to the dedicated memory card installed in slot 27 according to instructions from processor 21.

[0061] In addition, the gaming device 20 includes a display 25. The display 25 displays images generated by the gaming device 20. The display 25 can be any type of display device, such as a liquid crystal display or an organic EL display.

[0062] In addition, the gaming device 20 includes a communication unit 24. The communication unit 24 is connected to the processor 21. The communication unit 24 communicates with external devices via network 5 wirelessly or via wired connection.

[0063] In addition, the gaming device 20 has Figure 2 In addition to the elements shown, it also includes a battery for providing power and an output terminal for outputting images and sound to an external display device (such as a television) that is different from the display 25.

[0064] (Structure of smartphone 30)

[0065] Next, an example of the structure of smartphone 30 will be described. Figure 3 This is a diagram illustrating an example of the structure of a smartphone 30.

[0066] The smartphone 30 in this embodiment is a known smartphone, for example, having a processor 31, DRAM 32, non-volatile memory 33, communication unit 34, touch panel 35, display 36 and speaker 37.

[0067] The processor 31 uses DRAM 32 to execute various applications, including the smartphone application of this embodiment. Non-volatile memory 33 stores various applications and data. The communication unit 34 communicates wirelessly with external devices via a network.

[0068] Additionally, a touch panel 35 is mounted on the display 36 to detect user touch operations. The display 36 is a display device for displaying images generated by the processor 31. A speaker 37 outputs sound, for example, based on guidance information described later.

[0069] (Game overview)

[0070] Next, an overview of the game played on the game device 20 will be explained. Figure 4This is an example of a game screen showing the game of this embodiment being played on the game device 20.

[0071] like Figure 4 As shown, a player character (PC) controlled by the user is configured in a three-dimensional virtual space (game space). An XYZ orthogonal coordinate system is defined in the virtual space. The X-axis is the horizontal axis, the Y-axis is the vertical axis, and the Z-axis is perpendicular to both the X and Y axes. Furthermore, orientation is set in the virtual space; for example, the Z-axis is parallel to the north direction. Images representing orientation can also be displayed on the game screen.

[0072] The virtual space of the game in this embodiment has multiple arenas that are planes generally parallel to the XZ plane. Furthermore, each arena may have vertical undulations. For example, the virtual space has a ground arena GF, a sky arena SF located above the ground arena GF (positive Y-axis direction), and an underground arena (not shown) located below the ground arena GF (negative Y-axis direction). For example, the sky arena SF is located directly above a designated area in the ground arena GF. For example, if the player character PC has reached a first location in the ground arena GF, the player character PC moves to the sky arena SF. Similarly, if the player character PC has reached a second location in the ground arena GF, the player character PC moves to the underground arena. The user progresses the game by moving the player character PC across these multiple arenas. In addition to these, other arenas may also exist in the virtual space (e.g., arenas on the surface of water, such as the sea, or arenas underwater).

[0073] In addition, various game objects that affect the game's progress are configured in the virtual space. For example, an item 40, which the player character PC can equip or use, is configured as a game object. When the player character PC moves near an item 40, it acquires that item. The player character PC then uses or equips the acquired item. Furthermore, various characters, such as enemy characters and friendly characters, controlled by the processor 21, are configured as game objects in the virtual space. When the player character PC encounters these characters, it interacts with them based on user actions. For example, when the player character PC encounters an enemy character, it engages in combat with that enemy character. Additionally, when the player character PC encounters a specific character, it converses with that specific character. Furthermore, building objects such as shrines, towers, and monuments are configured as game objects in the virtual space, and the player character PC reaches these building objects. The game progresses by the player character PC reaching the specified building objects.

[0074] In this embodiment of the game, the player character PC moves in a three-dimensional virtual space and acquires various items, encounters various characters, or arrives at various locations, thereby advancing the game.

[0075] Furthermore, game objects have a first state and a second state. When the player character (PC) moves near a game object and performs a specified action, the game object's state changes. For example, if the player character (PC) moves near an item and performs a specified action, the item changes from its first state (never acquired by the player character) to its second state (acquired by the player character) and disappears from its specified location. Similarly, if the player character (PC) reaches a building object and performs a specified action, the building object changes from its first state (never visited by the player character) to its second state (visited by the player character).

[0076] In this embodiment, a guidance function is provided to help users easily locate game objects in various locations within the virtual space. Specifically, the guidance function in this embodiment is implemented through the server 10, the game device 20, and the smartphone 30. The guidance function will be described below.

[0077] (Using a smartphone to guide players to game objects)

[0078] Figure 5 This is an example of a screen showing a smartphone 30 performing a boot function.

[0079] Furthermore, the image displayed on the monitor 25 or on an external display device connected to the game device 20 when a game is being played on the game device 20 will be referred to as the "game screen". Additionally, the image displayed on the monitor 36 of the smartphone 30 when a smartphone application is being executed will be referred to as the "application screen".

[0080] like Figure 5 As shown, a two-dimensional map (hereinafter referred to as the "first map") is displayed on the application screen. The first map, for example, includes a map image MG representing the entirety or a portion of the ground-based arena GF. Users can display the map image corresponding to the respective arena by operating any of the "Ground," "Sky," or "Underground" buttons displayed on the application screen. By default, the map image corresponding to the arena where the player character's PC is currently located is displayed. Furthermore, Figure 5 The upward direction corresponds to the north direction (Z-axis direction) in virtual space. Figure 5 The right direction corresponds to the east direction (X-axis direction) in virtual space.

[0081] The map image MG contains map information. This map information includes terrain information, which is an image representing the terrain features such as mountains, rivers, lakes, grasslands, and roads that form the ground terrain GF. However, this terrain information has been omitted from the image for simplicity.

[0082] Additionally, on the map image MG, as map information, an icon IPC representing the player character PC's location and an icon I40 representing multiple items 40 are displayed. Furthermore, an icon I41 representing one or more first game objects 41 and an icon I42 representing one or more second game objects 42 are displayed on the map image MG. In addition, icons representing various game objects configured in the three-dimensional virtual space are also displayed on the map image MG.

[0083] The first game object 41 can be, for example, a prop different from the prop 40, a character, or a building object. The second game object 42 is an object different from the first game object 41, for example, it can be a building object related to a specific location.

[0084] The position (XZ coordinates) of the icon IPC on the map image MG corresponds to the position (XZ coordinates) of the player character PC in the 3D virtual space. Additionally, the positions of the icons (I40~I42) of each game object on the map image MG are also the same.

[0085] The icons of various game objects on the map image (MG) serve as candidate destinations. Users can select at least one icon from a set of game object icons on the application screen to set the location of the game object corresponding to the selected icon as the destination. Alternatively, when the user selects an icon representing a game object, the status of that game object can be displayed. Furthermore, users can also search for icons of only specified game objects of a particular type from all game objects existing in the virtual space and select at least one icon from one or more retrieved game object icons to set as the destination.

[0086] Figure 6 This is an example of a screen showing the destination settings, and an example of an application screen showing the user selecting the icon I41 of the first game object 41. (See image below.) Figure 6 As shown, when the user selects icon I41 of the first game object 41, the display method of the selected icon I41 changes. With icon I41 selected, when the user presses the "Start Guide" button, the smartphone 30 sets the location of the first game object 41 as the destination DP and begins the guide.

[0087] Figure 7This diagram shows an example of the application screen after the tutorial for the first game object 41 has begun. When the tutorial starts, for example, an audio guide indicating the direction and distance from the current player character PC's position to the destination DP is output from the speaker 37 of the smartphone 30. For example, as an audio guide, the audio output might say, "Please head north. It's still a long way off." The user follows this audio guide to operate the controller of the game device 20, causing the player character PC to move within the virtual space. As the player character PC moves within the virtual space, the position of the player character PC's icon IPC on the map image MG on the smartphone screen also changes. In addition to (or instead of) the audio guide, an image guide (image or character) indicating the direction or distance from the player character PC's position to the destination can also be displayed on the application screen.

[0088] Figure 8 It shows the player character PC from Figure 4 The image shows an example of the game screen after the position shown has been moved northwards. Figure 9 It shows and displays Figure 8 The image shown is an example of an application screen during the game's boot process.

[0089] like Figure 8 As shown, the destination DP (first game object 41) is displayed at a location relatively far from the player character PC's direction of travel. Furthermore, the first game object 41 representing the destination DP may not be displayed on the game screen. For example, the first game object 41 may be buried in the ground in virtual space or placed inside other objects, without being displayed on the game screen.

[0090] It is showing Figure 8 When the game screen is shown, such as Figure 9 As shown, the distance ratio between the icon IPC and the destination DP is... Figure 7 The duration is short, for example, outputting a voice prompt such as "Please proceed north. Approaching."

[0091] Then, when the player character PC is from Figure 9 As the player character PC moves further north, as shown in the diagram, the player character PC gets closer to the destination DP. Figure 10 This is an example of a game screen showing the player character PC moving further north and having reached the vicinity of the destination DP. Figure 11 It shows and displays Figure 10 The image shown is an example of an application screen during gameplay.

[0092] like Figure 10 As shown, the player character PC starts from... Figure 8The indicated position moves further north and is near the destination DP. In this case, as... Figure 11 As shown, in smartphone 30, for example, a sound message such as "Destination reached. Guidance ended" is output to indicate the end of guidance to the first game object 41.

[0093] In this way, in smartphone 30, sound and / or images are used to guide the first game object 41, which is set as the destination.

[0094] Furthermore, the gaming device 20 stores a two-dimensional map (hereinafter referred to as the "second map") containing map information of the three-dimensional virtual space. The second map corresponds to the first map displayed on the application screen. The user can open the second map in the game screen to know the location of the player character PC and the location of game objects in the virtual space.

[0095] The second map includes areas that are not yet open (lacking map information) and areas that are unlocked (containing map information). For example, the arena is divided into multiple areas, and the map information for each area in the second map is initially not yet open. When certain conditions in the game are met, areas that are not yet open are unlocked, and their map information is displayed on the second map. For example, if the player character (PC) reaches the location of a specific game object located in an area that is not yet open and performs a specified action (or performs a specified action), that area becomes unlocked. For example, if the player character (PC) reaches the location of the first game object 41 and performs a specified action, the area associated with that first game object 41 becomes unlocked, and its map information is displayed on the second map.

[0096] Figure 12 This is an example of a second map displayed on the game screen, showing a scenario where the area in the ground arena GF associated with the first game object 41 changes from an unopened state to an unlocked state. Figure 12 In the above image, the area associated with the first game object 41 is in an inaccessible state, and no terrain information or map information related to the game objects contained within that area is displayed. If the player character PC reaches the location of the first game object 41 and performs the specified action, such as... Figure 12 As shown in the image below, the area associated with the first game object 41 is unlocked. Specifically, the terrain information of the area associated with the first game object 41 and the map information related to the game objects contained in that area are displayed.

[0097] In the application screen of the smartphone 30, regardless of whether the map information of each area in the second map displayed on the game device 20 is in an open or unlocked state, all map information (terrain information and the location information of each game object) in the field is displayed.

[0098] In this way, users can reach the location of desired objects in the virtual space through guidance provided by smartphone 30. In the second map displayed on the gaming device 20, map information for areas that are not yet unlocked is not shown, but in the first map displayed on smartphone 30, map information for all areas of the arena is displayed regardless of whether they are unlocked. Therefore, compared to using only the second map displayed on the game screen, users can easily reach the location of desired objects by using the first map displayed on the smartphone screen.

[0099] Next, a summary of the operation of each device included in the game system 1 when guiding the first game object 41 will be explained. Figure 13 This is a diagram illustrating the flow of actions of the game device 20, server 10, and smartphone 30 when guiding the first game object 41.

[0100] like Figure 13 As shown, firstly, the user sets the boot function to enabled in the gaming device 20 (1). Information related to this setting is sent to the server 10 and then from the server 10 to the smartphone 30.

[0101] When the guidance function is enabled, the game device 20 sends the location information of the player character PC corresponding to the user and the status information of each game object to the server 10 (2). Subsequently, the game device 20 periodically sends the location information of the player character PC and the status information of each game object to the server 10. Specifically, the game device 20 sends the current three-dimensional location information of the player character PC in the virtual space to the server 10. Additionally, the game device 20 sends the server 10 identification information and status information indicating the status of each game object configured in the virtual space. The server 10 pre-establishes a correspondence between the identification information and location information (initial location information) of each game object configured in the virtual space and stores it. Based on the information received from the game device 20, the server 10 sends the two-dimensional location information of the player character PC, the status information of each game object, and the two-dimensional location information of each game object to the smartphone 30. Furthermore, the game device 20 can also send the three-dimensional location information of each game object to the server 10 and store it in the server 10.

[0102] Next, the smartphone 30 displays a first map (3) based on information received from the server 10. Specifically, the smartphone 30 displays a map image corresponding to the current location of the player character PC, and displays an icon IPC at the location of the player character PC in the virtual space. The smartphone 30 updates the position of the player character PC icon IPC on the map image based on periodically received player character PC location information. In addition, the smartphone 30 displays icons representing game objects at the locations of game objects in the virtual space. The smartphone 30 may also update the display method of the icons corresponding to each game object based on periodically received status information of each game object. Furthermore, the smartphone 30 selects and displays map images corresponding to multiple locations based on user input. By default, the map image corresponding to the current location of the player character PC is displayed.

[0103] Next, the user sets a destination (4) by selecting any icon from a list of icons representing game objects displayed on a map. Then, the user activates the "Start Guide" button. Upon this activation, the smartphone 30 sends a start guide instruction (5) to the server 10. This start guide instruction contains destination data representing the destination. The destination data may be, for example, identification information of the game object set as the destination. Alternatively, the destination data may be the location information of the game object. The server 10 sends this destination data to the gaming device 20.

[0104] Next, the game device 20 receives the destination data and calculates the direction and distance from the current player character PC's location to the destination (6). Then, the game device 20 sends first guidance information (7) to the server 10. Specifically, the game device 20 sends either first guidance information A or first guidance information B based on the location of the player character PC and the location of the destination.

[0105] The first guidance message A is sent when the player character PC is located in the first area and the destination is set in the same first area. Specifically, the first guidance message A includes guidance sound recognition information for identifying any one of a plurality of first-type guidance sounds. The first-type guidance sounds are sounds indicating the direction and distance to the destination, such as sounds like "Please head north. It's still a long way to go," "Please head east. It's still a long way to go," and "Please head southwest. You're getting closer." In addition to these sounds, a plurality of first-type guidance sounds indicating direction and distance are prepared in advance. The guidance sound data corresponding to these first-type guidance sounds is, for example, pre-stored on server 10.

[0106] Additionally, the first guidance information B is sent when the player character PC is located in the first arena and the destination is set in a second arena different from the first arena. Specifically, the first guidance information B includes guidance sound recognition information for identifying any one of a plurality of second-type guidance sounds. The second-type guidance sounds are sounds indicating the destination arena and its direction, such as sounds like "The destination is the sky arena. Please proceed north," "The destination is the sky arena. Please proceed east," and "The destination is the sky arena directly above here." In addition to these sounds, a plurality of second-type guidance sounds are prepared in advance. The guidance sound data corresponding to these second-type guidance sounds is, for example, pre-stored on server 10.

[0107] Furthermore, the location of the player character (PC) is determined based on the PC's position along the Y-axis. For example, if the PC's Y-coordinate is within a specified range both vertically and horizontally, including the Y-coordinate of the ground area (GF), the PC is considered to be on the ground area (GF). Similarly, if the PC's Y-coordinate is within a specified range both vertically and horizontally, including the Y-coordinate of the sky area (SF), the PC is considered to be on the sky area (SF).

[0108] Upon receiving first guidance information from the game device 20, the server 10 sends second guidance information (8) corresponding to the first guidance information to the smartphone 30. The second guidance information includes guidance sound data corresponding to the guidance sound recognition information included in the first guidance information. Alternatively, the server 10 may send the first guidance information received from the game device 20 to the smartphone 30, and the smartphone 30 may obtain the second guidance information corresponding to the received first guidance information from the server 10.

[0109] Then, the smartphone 30 outputs audio guidance (9) based on the audio guidance data received from the server 10. Furthermore, as described above, the smartphone 30 updates the position of the player character PC icon (IPC) on the map image based on the player character PC's location information received periodically from the server 10. In addition to outputting audio guidance (or instead of audio guidance), the smartphone 30 may also output image guidance based on images or characters.

[0110] Similarly, the game device 20 calculates the direction and distance from the current player character PC's location to the destination again (10), and sends the first guidance information (11) to the server 10 again. Additionally, the server 10 sends the second guidance information corresponding to the first guidance information to the smartphone 30 again. The smartphone 30 then outputs audio guidance based on the second guidance information received again from the server 10 (13).

[0111] The gaming device 20, server 10, and smartphone 30 repeatedly perform these processes at predetermined time intervals (e.g., once per second or once every few seconds). As a result, the guidance content changes according to the player character PC's current location. For example, if the player character PC is located in a different location than the destination, the smartphone 30 outputs audio guidance to the destination location. If the player character PC moves to the same location as the destination, audio guidance indicating the direction and distance to the destination within that location is output.

[0112] Then, once the player character PC has reached its destination (e.g., the location of the first game object 41 or a defined area containing that location), the game device 20 sends an arrival notification (14) to the server 10 indicating that the destination has been reached. The server 10 sends arrival sound data corresponding to the arrival notification to the smartphone 30, and the smartphone 30 outputs a sound indicating the end of the guidance based on the received arrival sound data (15).

[0113] Next, an outline of the operation of each device when guiding the second game object 42 will be explained. Figure 14 This is a diagram showing an outline of the process of guiding the second game object 42.

[0114] The second game object 42 is a game object associated with a specific location, such as a building object. The user selects any icon from the multiple icons of the second game object 42 on the smartphone screen to set it as the destination. When such a second game object 42 is set as the destination, the user is guided to the destination in the same way as when guided to the first game object 41, through the processes of (1) to (13).

[0115] like Figure 14 As shown, when the player character PC has reached the location of the second game object 42 or a specified range including that location, the game device 20 sends sound content identification information (16) to the server 10. Sound content identification information is information that identifies specific sound data corresponding to sound content associated with a specific location. Upon receiving the sound content identification information, the server 10 sends the specific sound data corresponding to the sound content identification information to the smartphone 30. Then, the smartphone 30 outputs sound content (17) based on this specific sound data. The sound content is sound associated with a specific location; for example, it could be sound representing a plot related to a specific location, sound explaining a specific location, etc. Furthermore, the smartphone 30 may also display video content containing characters and images associated with a specific location, in addition to (or in lieu of) the output sound content.

[0116] As described above, in this embodiment, during the execution of a game on the gaming device 20, the smartphone 30 can guide the player character PC to the location of game objects such as props, characters, and buildings configured in the virtual space. Furthermore, when the player character PC has arrived at the location of a second game object 42 associated with a specific location while being guided there, sound and / or video content associated with that specific location can be output.

[0117] (Details of the processing within the game system)

[0118] Next, the details of the processing in Game System 1 will be explained. First, the data stored in the various devices included in Game System 1 will be explained.

[0119] Figure 15 This is a diagram illustrating an example of the various data stored in the gaming device 20. (As shown...) Figure 15 As shown, the game device 20 stores game program, player character data, game object data, second map data, destination data, and first guidance information in its memory (e.g., DRAM 22, dedicated memory card installed in the slot, or non-volatile memory 23).

[0120] The game program is a program used to execute game device processing (described later) performed on the game device 20. The game program is pre-stored in a dedicated memory card or non-volatile memory 23 and is read into DRAM 22 when the game is executed.

[0121] Player character data is data related to the player character PC, such as data representing the shape and appearance of the player character PC, data representing the position of the player character PC in three-dimensional virtual space, and data representing the orientation.

[0122] Game object data refers to data related to various game objects (items, characters, building objects, etc.) configured in the virtual space. Game object data includes, for example, data representing the shape and appearance of each game object, and data representing the position of each game object in the three-dimensional virtual space. Additionally, game object data includes the state information of each game object.

[0123] The second map data is data related to the second map. It contains map images corresponding to each venue. Additionally, the second map data contains information about multiple zones within each venue (indicating whether they are unlocked or closed, map information for that zone, etc.).

[0124] Destination data is data related to a destination set by the user using smartphone 30. Destination data may include, for example, identification information of a game object set as the destination. The destination data is sent from smartphone 30 via server 10. Alternatively, destination data may also be the location information of a game object set as the destination.

[0125] The first guidance information includes guidance sound recognition information that identifies the guidance sound data stored in server 10.

[0126] Figure 16 This is a diagram illustrating an example of the various types of data stored in a smartphone 30. (For example...) Figure 16 As shown, smartphone 30 stores a smartphone application, first map data, and destination data.

[0127] A smartphone application is a program used to perform smartphone processing (described later) that is executed on smartphone 30. The smartphone application is downloaded from the Internet and installed on smartphone 30.

[0128] The first map data is data related to the first map, including map images corresponding to each location. Additionally, the first map data includes data representing the two-dimensional position of the player character's PC icon (IPC) and data representing the two-dimensional positions of icons for each game object.

[0129] Destination data is data related to a destination set by the user. For example, destination data includes identification information of game objects that are set as destinations.

[0130] Figure 17 This is a diagram illustrating an example of the various types of data stored in server 10. For example... Figure 17 As shown, server 10 stores server programs, object location data, guidance sound data, and specific sound data.

[0131] The server program is a program used to perform server processing (described later) that is executed in server 10.

[0132] Object position data represents the position (three-dimensional position) of each game object in virtual space. Furthermore, in the game device 20, the position of a game object may sometimes change from its initial position. For example, a character may move automatically within a defined range including its initial position. The server 10 pre-stores the initial positions of each game object.

[0133] Guiding sound data is sound data used to output sound guidance to the destination. Specific sound data is sound data used to output sound content related to a specific location.

[0134] (Game device processing)

[0135] Next, the game device processing performed in the game device 20 will be explained. Figure 18 This is a flowchart illustrating an example of game device processing performed on game device 20. Game device processing begins upon a user's instruction to start the game.

[0136] Furthermore, in this embodiment, it will be described under the following circumstances: the processor 21 of the game device 20 executes the game program by using memory (e.g., DRAM 22). Figure 18 and Figure 19 The processing of each step is shown. However, in other embodiments, a portion of the processing of each step may be performed by a processor different from processor 21 (e.g., a dedicated circuit). Additionally, a portion of the processing of each step may be performed in other information processing devices (e.g., a server). Furthermore, the processing of each step is merely one example; as long as the same result can be obtained, the order of the steps may be changed, or other processes may be performed besides (or in place of) the processing of each step.

[0137] like Figure 18 As shown, processor 21 acquires operation data from the controller (step S10).

[0138] Next, processor 21 performs game processing (step S11). For example, processor 21 moves the player character PC within the virtual space based on operation data. Additionally, processor 21 performs prescribed actions on the player character PC based on operation data. Furthermore, processor 21 moves characters configured in the virtual space according to a prescribed algorithm. Furthermore, when the player character PC and a game object within the virtual space are in a prescribed positional relationship, processor 21 performs processing corresponding to that game object based on operation data. For example, when the player character PC is near an item, processor 21 causes the player character to acquire the item based on operation data. Additionally, processor 21 causes the player character to engage in combat with an enemy character near the player character PC or to interact with a friendly character based on operation data. Furthermore, when the player character PC has reached a prescribed game object and performed a prescribed action, processor 21 unlocks the map information of the area associated with that game object in the second map. Furthermore, when an operation to display the second map is performed, processor 21 displays the second map. Processor 21 generates a game image corresponding to the results of these processes and displays it on the monitor.

[0139] Next, the processor 21 determines whether the boot function is set to be enabled based on the operation data (step S12).

[0140] If the bootloader function is enabled (step S12: "Yes"), the processor 21 sends bootloader function configuration information to the server 10 (step S13). This configuration information includes the account information of the user running the game and the location information of the player character's PC.

[0141] If step S13 has been executed, or if the result in step S12 is "no", the processor 21 determines whether the current boot function is set to be enabled (step S14).

[0142] With the guidance function enabled (step S14: "Yes"), processor 21 performs information update processing (step S15). Here, processor 21 sends the player character PC's location information, updated in step S11, to server 10. Additionally, processor 21 sends the game object's status information, updated in step S11, to server 10. Furthermore, processor 21 executes the information update processing in step S15 at intervals of 1 second to several seconds.

[0143] Next, the processor 21 determines whether destination data has been received from the server 10 (step S16). The destination data is sent when a destination is set in the smartphone 30 and a boot process start instruction is given. If the destination data is received (step S16: "Yes"), the processor 21 begins the boot process (step S17). Specifically, the processor 21 sets the three-dimensional position of the game object determined by the destination data as the destination and sets the flag indicating that the boot process is being executed to "on".

[0144] If the process in step S17 has been executed, or if the result in step S16 is "no", the processor 21 determines whether the boot process is being executed (step S18).

[0145] If boot processing is in progress (step S18: "Yes"), processor 21 executes boot processing (step S19). The details of the boot processing in step S19 will be explained below.

[0146] (Guided processing)

[0147] Figure 19 This is a flowchart illustrating an example of the guiding process in step S19.

[0148] like Figure 19As shown, processor 21 determines whether it is the timing for sending the first boot information (step S30). Processor 21 determines the timing for sending the first boot information at intervals of 1 second to several seconds, for example. If it is not the timing for sending the first boot information (step S30: "No"), processor 21 terminates. Figure 19 The processing.

[0149] If the first guidance information is sent at the designated time (step S30: "Yes"), the processor 21 determines whether the player character PC is located in the same location as the destination (step S31).

[0150] If the player character PC is located in the same location as the destination (step S31: "Yes"), the processor 21 calculates the distance from the player character PC to the destination (step S32).

[0151] Next, processor 21 calculates the direction from the player character PC to the destination (step S33). For example, processor 21 calculates the vector from the player character PC's position to the destination, calculates the angle between the vector and a predetermined direction (e.g., north), and determines the direction to the destination based on the calculated angle. For example, processor 21 determines any one of eight directions (north, northeast, east, southeast, south, southwest, west, northwest) as the direction to the destination.

[0152] Then, the processor 21 sends the first guidance information A to the server 10 based on the calculated direction and distance (step S34). Specifically, the processor 21 sends the first guidance information A containing guidance sound recognition information to the server 10 based on the calculated direction and distance. This guidance sound recognition information is used to determine any guidance sound among a plurality of first-type guidance sounds.

[0153] On the other hand, if the player character PC is not located in the same area as the destination (step S31: "No"), the processor 21 calculates the direction from the player character PC to the destination (step S35). For example, the processor 21 projects the location of the destination onto the area where the player character PC is located and calculates the vector from the player character PC's location to the projected location of the destination. Then, the processor 21 calculates the angle between this vector and a predetermined orientation (e.g., north) and determines the direction to the destination based on the calculated angle.

[0154] Then, the processor 21 sends the first guidance information B to the server 10 (step S36). Specifically, based on the calculated direction and the location of the destination, the processor 21 sends the first guidance information B containing guidance sound recognition information to the server 10. This guidance sound recognition information is used to determine any guidance sound from a plurality of second-type guidance sounds.

[0155] If step S34 or step S36 has been executed, processor 21 determines whether the player character PC has reached the destination (step S37). For example, if the player character PC is within a specified range that includes the destination, processor 21 determines that the player character PC has reached the destination.

[0156] If the player character PC has not reached the destination (step S37: "No"), processor 21 ends. Figure 19 The processing.

[0157] If the player character PC has reached the destination (step S37: "Yes"), the processor 21 determines whether the destination is the location of the second game object (step S38).

[0158] If the destination is not the location of the second game object (step S38: "No"), the processor 21 sends an arrival notification to the server 10 indicating that the destination has been reached (step S39).

[0159] On the other hand, if the destination is the location of the second game object (step S38: "Yes"), the processor 21 sends the sound content recognition information corresponding to the second game object to the server 10 (step S40).

[0160] If step S39 has been executed, or if step S40 has been executed, processor 21 terminates the boot process (step S41) and ends. Figure 19 The processing.

[0161] Back Figure 18 If the processor 21 has executed step S19, determined "no" in step S18, or determined "no" in step S15, it determines whether to end the game (step S20). For example, if the user indicates that the game is over, the processor 21 ends the game. If the determination is "no" in step S20, the processor 21 executes step S10 again.

[0162] The processes of steps S10 to S20 are repeatedly executed at predetermined frame intervals (e.g., 1 / 60th of a second interval), thereby advancing the game. When the guidance function is enabled, the first guidance information is repeatedly sent from the game device 20 to the server 10 at intervals of several to tens of frames.

[0163] (Smartphone processing)

[0164] Next, the smartphone processing performed in smartphone 30 will be explained. Figure 20This is a flowchart illustrating an example of smartphone processing performed in smartphone 30. Figure 20 The process shown begins when the user launches the smartphone application of this embodiment.

[0165] like Figure 20 As shown, the smartphone 30 first obtains location information from the server 10 (step S50). Specifically, the smartphone 30 obtains the two-dimensional location information of the player character PC and the two-dimensional location information of each game object configured in each location.

[0166] After obtaining location information from the server, the smartphone 30 performs a first map display and update process (step S51). Specifically, the smartphone 30 displays a map image corresponding to the location of the player character PC based on the obtained location information, and displays the player character PC's icon IPC and icons corresponding to multiple game objects on the map image (I40~I42). The smartphone 30 updates the position of the player character PC's icon IPC on the map image based on the player character PC's location information received periodically from the server 10. In addition, the smartphone 30 can also update the display method of each game object's icon based on the status information of each game object received periodically from the server 10. Furthermore, when any of the buttons in "ground," "sky," or "underground" is operated, the smartphone 30 displays a map image of the area corresponding to the operated button, and displays icons corresponding to the multiple game objects configured in that area.

[0167] Next, the smartphone 30 performs destination setting processing (step S52). Here, the smartphone 30 receives input from the user, and if any icon from a plurality of candidate icons is selected as the destination, the game object corresponding to the selected icon is set as the destination. Multiple destinations can also be set.

[0168] Next, the smartphone 30 determines whether a boot start instruction has been given (step S53). Specifically, the smartphone 30 determines whether the "boot start" button has been activated.

[0169] If no guidance is given to start the process (step S53: "No"), the smartphone 30 will repeat the process of step S51.

[0170] Upon receiving the guidance start instruction (step S53: "Yes"), the smartphone 30 sends destination data to the server 10 (step S54). Specifically, the smartphone 30 sends the identification information of the selected game object. Furthermore, the smartphone 30 may also send the location information of the selected game object.

[0171] Next, the smartphone 30 performs the first map update process (step S55). The smartphone 30 updates the position of the player character PC icon IPC on the map image based on the player character PC's location information received periodically from the server 10.

[0172] Next, the smartphone 30 determines whether it has received the second guidance information from the server 10 (step S56). Alternatively, the smartphone 30 may receive the first guidance information from the server 10 and send a request to the server 10 to send the second guidance information corresponding to the first guidance information, thereby receiving the second guidance information from the server 10.

[0173] Upon receiving the second guidance information (step S56: "Yes"), the processor 21 outputs a sound guidance based on the guidance sound data contained in the second guidance information (step S57).

[0174] If the result is "no" in step S56, or if the process in step S57 has been performed, the smartphone 30 determines whether it has received arrival sound data from the server 10 corresponding to the arrival notification sent in step S39 above (step S58).

[0175] Upon receiving the incoming sound data (step S58: "Yes"), the smartphone 30 outputs a sound indicating the end of the guidance based on the sound data, and terminates the guidance to the first game object (step S59). After processing in step S59, the smartphone 30 executes the processing in step S63.

[0176] If no incoming sound data is received (step S58: "No"), the smartphone 30 determines whether it has received specific sound data from the server 10 corresponding to the sound content identification information sent in step S40 above (step S60).

[0177] Upon receiving specific sound data (step S60: "Yes"), the smartphone 30 terminates the guidance to the second game object (step S61) and outputs sound content based on the received specific sound data (step S62). After processing in step S62, the smartphone 30 executes the processing in step S63.

[0178] If the result in step S60 is "No", the smartphone 30 executes step S55 again. By repeatedly performing steps S55 to S57 at predetermined time intervals, the guide to the destination is repeatedly output until the player character PC reaches the destination (the first game object or the second game object).

[0179] In step S63, the smartphone 30 determines whether to end smartphone processing. For example, the smartphone 30 determines whether the user has indicated the end of smartphone processing. If the determination in step S63 is "no," the smartphone 30 executes the processing in step S50 again. If the determination in step S63 is "yes," the smartphone 30 ends the process. Figure 20 The smartphone processing shown.

[0180] (Server processing)

[0181] Next, the server processing performed in server 10 will be explained. Figure 21 This is a flowchart illustrating an example of server processing performed in server 10.

[0182] like Figure 21 As shown, server 10 determines whether it has received the setup information for the guide function from game device 20 (step S70).

[0183] Upon receiving the setup information for the guidance function (step S70: "Yes"), server 10 sends location information to the smartphone 30 corresponding to the account of the game device 20 that sent the setup information (step S71). Specifically, server 10 sends the location information of the player character PC and the location information of each game object configured in each location to smartphone 30.

[0184] If the result in step S70 is "No", or if the process in step S71 has been performed, the server 10 performs information update processing (step S72). Here, the server 10 sends the location information of the player character PC to the smartphone 30 based on the location information of the player character PC periodically sent from the game device 20. Alternatively, the server 10 may also send the status information of each game object to the smartphone 30 based on the status information of each game object periodically sent from the game device 20.

[0185] If the result is "no" in step S70, or if the process in step S71 has been performed, the server 10 determines whether destination data has been received from the smartphone 30 (step S73).

[0186] Upon receiving the destination data (step S73: "Yes"), the server 10 sends the destination data to the game device 20 (step S74).

[0187] If the result is "no" in step S73, or if step S74 has been executed, the server 10 determines whether it has received the first guidance information from the game device 20 (step S75).

[0188] Upon receiving the first guidance information (step S75: "Yes"), the server 10 performs the second guidance information transmission process (step S76). Specifically, based on the first guidance information, the server 10 sends second guidance information, including guidance sound data determined by guidance sound recognition information, to the smartphone 30. Alternatively, the server 10 may send the first guidance information from the game device 20 to the smartphone 30, and upon receiving a request from the smartphone 30 to send a second guidance information corresponding to the first guidance information, send the second guidance information to the smartphone 30.

[0189] If the result is "no" in step S75, or if the process in step S76 has been performed, the server 10 determines whether it has received an arrival notification indicating arrival at the destination from the game device 20 (step S77).

[0190] Upon receiving an arrival notification (step S77: "Yes"), server 10 sends arrival sound data indicating that the destination has been reached to smartphone 30 (step S78).

[0191] If the result is "no" in step S77, or if step S78 has been executed, the server 10 determines whether it has received sound content recognition information from the game device 20 (step S79).

[0192] Upon receiving sound content recognition information (step S79: "Yes"), server 10 sends specific sound data corresponding to the sound content recognition information to smartphone 30 (step S80). Alternatively, server 10 may send sound content recognition information from game device 20 to smartphone 30, and upon receiving a request from smartphone 30 to send specific sound data corresponding to the sound content recognition information, send the specific sound data to smartphone 30.

[0193] If the result in step S79 is "No", or if step S80 has already been executed, server 10 will execute step S70 again. End of section. Figure 21 Explanation.

[0194] The process shown in the flowchart above is just an example, and the order and content of the processes can be changed as appropriate.

[0195] As described above, the game system of this embodiment includes a game device and a communication terminal (e.g., a smartphone) capable of communicating with a server. The game device performs movement control to move a player character within a three-dimensional virtual space based on operation input. The communication terminal has a display and a speaker, and performs the following processes: storing a two-dimensional first map corresponding to the three-dimensional virtual space; displaying the first map and candidate target locations on the display; determining a target location from the candidates based on operation input; and sending the determined target location to the server. The game device performs the following processes: obtaining a target location from the server; calculating the distance or direction from the player character to the destination based on the destination in the three-dimensional virtual space corresponding to the target location obtained from the server and the three-dimensional position information of the player character in the three-dimensional virtual space; determining first guidance information based on the calculated distance or direction from the player character to the destination; and sending the first guidance information to the server. The communication terminal performs the following processes: obtaining the first guidance information or second guidance information corresponding to the first guidance information from the server; and outputting guidance display from the display or guidance sound from the speaker based on the first guidance information or second guidance information obtained from the server.

[0196] Thus, the user sets a destination using a first map displayed on the communication terminal, and operates the game device based on the guidance display or guidance sound from the communication terminal, thereby enabling the player character to reach the destination.

[0197] In this embodiment, the three-dimensional virtual space includes a first venue and a second venue located above or below the first venue. The first map includes a map representing map information of the first venue and a map representing map information of the second venue. The communication terminal determines the target location in the first or second venue based on the operation input. The communication terminal performs the following processing: when the player character is in the first venue, if the destination is in the first venue, it displays or outputs a first guide indicating the distance or direction to the destination; and when the player character is in the first venue, if the destination is in the second venue, it displays or outputs a second guide indicating that the destination is in the second venue.

[0198] Therefore, when the destination is in a different location than the player character's location, guidance can be provided to that location; when the destination is in the player character's location, specific guidance can be provided to that destination.

[0199] In this embodiment, the game device performs the following processing: storing a two-dimensional second map that corresponds to the first map and represents a site in a three-dimensional virtual space; displaying a second map in a first state containing the first map information, or a second map in a second state without the first map information, based on operation input; and changing the second map from a second state to a first state according to whether the player character has reached the destination or met predetermined conditions at the destination (e.g., performed a predetermined action). Regardless of whether the second map is in the first or second state, the first map contains second map information corresponding to the first map information. The communication terminal performs the following processing: displaying a second map containing the second map information and the player character's position information on a display screen.

[0200] Even when the second map displayed on the gaming device does not contain map information, it is still possible to use the communication terminal to guide you to your destination.

[0201] In this embodiment, the communication terminal performs the following processing: based on the operation input, it determines a second type of target location from the candidates; and sends the determined second type of target location to the server. The game device performs the following processing: it obtains the second type of target location from the server; and when the player character has arrived at the second type of destination in the three-dimensional virtual space corresponding to the second type of target location obtained from the server, it sends identification information corresponding to the second type of destination to the server. The communication terminal performs the following processing: it outputs sound content corresponding to the identification information from the speaker.

[0202] When the player character reaches the second type of destination, the system outputs sound content corresponding to the second type of destination, thus giving the user the enjoyment of reaching the destination.

[0203] (Modified example)

[0204] The above description of this embodiment is merely an example, and variations such as the following can also be applied.

[0205] For example, in the above embodiment, the game device 20 calculates the direction and distance from the player character PC to the destination, and based on the calculated direction and distance, sends information for determining the guidance sound data as first guidance information to the server 10. The server 10 sends second guidance information (guidance sound data) based on the first guidance information to the smartphone 30, and the smartphone 30 outputs guidance sounds based on the guidance sound data.

[0206] In other embodiments, the game device 20 may send first guidance information to the server 10, and the server 10 may directly send the first guidance information to the smartphone 30. Alternatively, the smartphone 30 may output guidance sounds indicating the direction and distance from the player character's PC location to the destination by playing guidance sound data based on the first guidance information.

[0207] Alternatively, in other embodiments, the game device 20 may send information indicating the direction and distance from the player character PC to the destination as first guidance information, and the server 10 may directly send the direction and distance information received from the game device 20 to the smartphone 30. Furthermore, the smartphone 30 may receive this information from the server 10 and play guidance sound data based on that information.

[0208] Alternatively, in other embodiments, the game device 20 may send information indicating the direction and distance from the player character PC to the destination as first guidance information, and the server 10 may send guidance sound data to the smartphone 30 based on the direction and distance information received from the game device 20. Furthermore, the smartphone 30 may output guidance sound indicating the direction and distance from the player character PC's location to the destination by playing the received guidance sound data.

[0209] Alternatively, in other embodiments, the game device 20 may send information indicating the direction and distance from the player character PC to the destination as first guidance information, and the server 10 may send guidance sound recognition information to the smartphone 30 to determine guidance sound data based on the direction and distance information received from the game device 20. Alternatively, the smartphone 30 may store guidance sound data corresponding to the guidance sound recognition information and play the guidance sound data corresponding to the received guidance sound recognition information.

[0210] Alternatively, in other embodiments, the game device 20 may calculate the direction and distance from the player character PC's location to the destination, and send guidance sound data based on the calculated direction and distance to the server 10. Alternatively, the server 10 may send the guidance sound data to the smartphone 30, and the smartphone 30 may play the received guidance sound data.

[0211] Alternatively, in other embodiments, the game device 20 may repeatedly send the location of the player character PC to the server 10 at predetermined time intervals. The server 10 calculates the direction and distance to the destination based on the player character PC's location and sends the information indicating the direction and distance to the smartphone 30. Alternatively, the smartphone 30 may output a guiding sound based on the received information indicating the direction and distance.

[0212] Alternatively, in other embodiments, the game device 20 may repeatedly send the location of the player character PC to the server 10 at predetermined time intervals, and the server 10 may send the received location to the smartphone 30. Alternatively, the smartphone 30 may calculate the direction and distance to the destination based on the location of the player character PC, and output a guidance sound based on the calculated direction and distance.

[0213] In addition, in the above embodiment, the game device 20 determines whether the player character PC has reached its destination based on the player character PC's location and destination. In other embodiments, the smartphone 30 may also determine whether the player character PC has reached its destination based on the player character PC's location and destination.

[0214] In addition, in the above embodiment, server 10 stores specific audio data corresponding to audio content, and sends the specific audio data from server 10 to smartphone 30. Smartphone 30 outputs audio content based on the received specific audio data. In other embodiments, the specific audio data corresponding to audio content may be pre-stored in smartphone 30. Alternatively, when the player character PC has reached the second game object 42, game device 20 sends identification information (audio content identification information) corresponding to the second game object 42 to server 10, server 10 sends the identification information to smartphone 30, and smartphone 30 plays the specific audio data corresponding to the identification information.

[0215] Alternatively, in other embodiments, specific sound data corresponding to the sound content may be pre-stored in the game device 20. When the player character PC has reached the second game object 42, the game device 20 sends the identification information (specific sound data) corresponding to the second game object 42 to the server 10. The server 10 sends the identification information (specific sound data) to the smartphone 30, and the smartphone 30 receives the identification information and outputs the sound content.

[0216] Furthermore, in the above embodiment, when guiding the player character PC to the second game object 42 associated with a specific location, the smartphone 30 outputs sound content associated with the specific location once the player character PC has reached the location of the second game object 42. In other embodiments, the smartphone 30 may output sound content associated with the specific location even if the player character PC has reached the location of the second game object 42 without guidance to it. For example, the smartphone 30 may end the guidance to the first game object 41 and output sound content associated with the specific location once the player character PC has reached the location of the second game object 42 while the smartphone 30 is guiding the player character PC to the first game object 41.

[0217] In addition, in the above embodiment, the game device 20 and the smartphone 30 are connected to the Internet and communicate with the server 10. In other embodiments, the game device 20 and the smartphone 30 may also communicate directly or indirectly without going through the server 10.

[0218] Furthermore, in the above embodiment, the destination is set by selecting any candidate from multiple destination candidates (icons) displayed overlaid on the map image on the application screen. This method of setting a destination is just one example and is not limited to the method described above. For example, destination candidates can also be displayed in a list on the application screen, and the user can set the destination by selecting any candidate from the list.

[0219] Furthermore, in the above embodiment, the destination is set as a game object. In other embodiments, the user can also set any location (any location on the field) on the map image of the application screen as the destination.

[0220] Furthermore, some of the processing performed in the various devices (game device, server, smartphone) included in the aforementioned game system package can also be performed in other devices.

[0221] Furthermore, the structures involved in the above embodiments and their variations can be arbitrarily combined as long as they do not contradict each other. Also, the above are merely illustrative examples of the present invention, and various modifications and variations can be applied in addition to the above.

[0222] Several system examples, method examples, equipment examples, and apparatus examples have been described. However, it is understood that the appended claims are not limited to the disclosed systems, methods, equipment, and apparatuses, and various modifications and variations can be made without departing from the spirit and scope of the appended claims.

Claims

1. A game system, comprising a game device and a communication terminal capable of communicating with a server respectively, wherein in the game system, The gaming device performs the following processing: Movement control that allows player characters to move within a three-dimensional virtual space, based on user input. The communication terminal has a display and a speaker, and performs the following processing: Store a two-dimensional first map corresponding to the three-dimensional virtual space; The first map and candidate target locations are displayed on the monitor; The target location is determined from the candidates based on the user input. as well as The determined target location is sent to the server. The gaming device performs the following processing: Obtain the target location from the server; Based on the destination in the three-dimensional virtual space corresponding to the target location obtained from the server and the three-dimensional position information of the player character in the three-dimensional virtual space, the distance or direction from the player character to the destination is calculated; The first guidance information is determined based on the calculated distance or direction from the player character to the destination; as well as Send the first guidance information to the server. The communication terminal performs the following processing: Obtain the first boot information or the second boot information corresponding to the first boot information from the server; as well as Based on the first or second guidance information obtained from the server, guidance display output is made from the display, or guidance sound output is made from the speaker.

2. The game system according to claim 1, wherein, The three-dimensional virtual space includes a first venue and a second venue located above or below the first venue. The first map includes a map representing map information of the first site and a map representing map information of the second site.

3. The game system according to claim 2, wherein, The communication terminal performs the following processing: Based on the operation input, the target location is determined in the first site or the second site; When the player character is located in the first venue, and the destination is located in the first venue, a first guide is provided as indicated by the guide display or the guide sound output, representing the distance or direction to the destination. as well as When the player character is in the first location, and the destination is in the second location, a second guide is provided, indicating that the destination is in the second location, either as the guide display or the guide sound output.

4. The game system according to claim 1, wherein, The gaming device performs the following processing: A two-dimensional second map that stores map information corresponding to the first map and representing the site in the three-dimensional virtual space; Based on the operation input, the second map in a first state containing the first map information or in a second state without the first map information is displayed; as well as Based on whether the player character has reached the destination or met the specified conditions at the destination, the second map changes from a second state to a first state. Regardless of whether the second map is in the first state or the second state, the first map always contains second map information corresponding to the first map information. The communication terminal performs the following processing: The second map, which contains the second map information and the player character's location information, is displayed on the monitor.

5. The game system according to claim 1, wherein, The communication terminal performs the following processing: Based on the operational input, a second type of target location is determined from the candidates; and The determined target location of the second type is sent to the server. The gaming device performs the following processing: Obtain the target location of the second type from the server; and If the player character has arrived at a destination of the second type in the three-dimensional virtual space corresponding to the second type of target location obtained from the server, identification information corresponding to the second type of destination is sent to the server. The communication terminal performs the following processing: The speaker outputs sound content corresponding to the identification information.

6. The game system according to claim 5, wherein, The gaming device performs the following processing: Based on the destination of the second type and the location information, calculate the distance or direction from the player character to the destination of the second type in the three-dimensional virtual space; and The first guidance information is determined based on the calculated distance or direction from the player character to the destination of the second type, and the first guidance information is sent to the server.

7. The game system according to any one of claims 1 to 6, wherein, The communication terminal performs the following processing: Acquire sound data to serve as the second guidance information; as well as The guiding sound is output based on the acquired sound data.

8. An information processing method, performed in a game system comprising a game device and a communication terminal capable of communicating with a server respectively, wherein the communication terminal includes a display and a speaker, wherein... In the gaming device, This includes the following processing: Movement control that allows player characters to move within a three-dimensional virtual space, based on user input. The communication terminal includes the following processing: Store a two-dimensional first map corresponding to the three-dimensional virtual space; The first map and candidate target locations are displayed on the monitor; The target location is determined from the candidates based on the user input. as well as The determined target location is sent to the server. In the gaming device, Includes the following processing: Obtain the target location from the server; Based on the destination in the three-dimensional virtual space corresponding to the target location obtained from the server and the three-dimensional position information of the player character in the three-dimensional virtual space, the distance or direction from the player character to the destination is calculated; The first guidance information is determined based on the calculated distance or direction from the player character to the destination; as well as Send the first guidance information to the server. The communication terminal includes the following processing: Obtain the first boot information or the second boot information corresponding to the first boot information from the server; as well as Based on the first or second guidance information obtained from the server, guidance display output is made from the display, or guidance sound output is made from the speaker.

9. The information processing method according to claim 8, wherein, The three-dimensional virtual space includes a first venue and a second venue located above or below the first venue. The first map includes a map representing map information of the first site and a map representing map information of the second site.

10. The information processing method according to claim 9, wherein, The communication terminal includes the following processing: Based on the operation input, the target location is determined in the first site or the second site; When the player character is located in the first venue, and the destination is located in the first venue, a first guide is provided as indicated by the guide display or the guide sound output, representing the distance or direction to the destination. as well as When the player character is in the first location, and the destination is in the second location, a second guide is provided, indicating that the destination is in the second location, either as the guide display or the guide sound output.

11. The information processing method according to claim 8, wherein, The gaming device includes the following processes: A two-dimensional second map that stores map information corresponding to the first map and representing the site in the three-dimensional virtual space; Based on the operation input, the second map in a first state containing the first map information or in a second state without the first map information is displayed; as well as Based on whether the player character has reached the destination or met the specified conditions at the destination, the second map changes from a second state to a first state. Regardless of whether the second map is in the first state or the second state, the first map always contains second map information corresponding to the first map information. The communication terminal includes the following processing: The second map, which contains the second map information and the player character's location information, is displayed on the monitor.

12. The information processing method according to claim 8, wherein, The communication terminal includes the following processing: Based on the operational input, a second type of target location is determined from the candidates; as well as The determined target location of the second type is sent to the server. The gaming device includes the following processes: Obtain the target location of the second type from the server; as well as If the player character has arrived at a destination of the second type in the three-dimensional virtual space corresponding to the second type of target location obtained from the server, identification information corresponding to the second type of destination is sent to the server. The communication terminal includes the following processing: The speaker outputs sound content corresponding to the identification information.

13. The information processing method according to claim 12, wherein, In the gaming device, Includes the following processing: Based on the destination of the second type and the location information, calculate the distance or direction from the player character to the destination of the second type in the three-dimensional virtual space; and The first guidance information is determined based on the calculated distance or direction from the player character to the destination of the second type, and the first guidance information is sent to the server.

14. The information processing method according to any one of claims 8 to 13, wherein, The communication terminal includes the following processing: Acquire sound data to serve as the second guidance information; as well as The guiding sound is output based on the acquired sound data.

15. A computer program product comprising a game program executable on a gaming device capable of communicating with a server, wherein, The game program causes the game device to perform the following processes: Movement control is based on user input to move the player character within a three-dimensional virtual space; The target location, determined based on operational input, is obtained from the server from a communication terminal capable of communicating with the server. Based on the destination in the three-dimensional virtual space corresponding to the target location obtained from the server and the three-dimensional position information of the player character in the three-dimensional virtual space, the distance or direction from the player character to the destination is calculated; Based on the calculated distance or direction from the player character to the destination, the first guidance information is determined, and the first guidance information is used to output guidance display or guidance sound in the communication terminal; as well as The first guidance information is sent to the server.

16. A computer-readable, non-transitory storage medium storing a game program that executes in a gaming device capable of communicating with a server, wherein, The game program causes the game device to perform the following processes: Movement control that allows the player character to move within a three-dimensional virtual space, based on user input; The target location, determined based on operational input, is obtained from the server from a communication terminal capable of communicating with the server. Based on the destination in the three-dimensional virtual space corresponding to the target location obtained from the server and the three-dimensional position information of the player character in the three-dimensional virtual space, the distance or direction from the player character to the destination is calculated; Based on the calculated distance or direction from the player character to the destination, the first guidance information is determined, and the first guidance information is used to output guidance display or guidance sound in the communication terminal; as well as The first guidance information is sent to the server.

Citation Information

Patent Citations

  • Game program, game system, game device, and game processing method

    JP2023098556A