Storage medium storing game program, game processing method, game system, and computer program product

CN122955189APending Publication Date: 2026-10-23GUANGZHOU CAITONG NETWORK TECH CO LTD
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Patent Information

Application Number
CN202510498476.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-18
Publication Date
2026-10-23

AI Technical Summary

Technical Problem

[0003]然而,在策略游戏中,玩家可以调整不同的视角以查看一游戏场景,玩家在某一个视角对游戏场景中的某一个位置进行标记之后,玩家调整至不同的视角查看该游戏场景,但在该位置的标记并不能适应视角变化而变化,使得游戏呈现的视角效果较差

Benefits of technology

[0028]根据本发明,在玩家将虚拟空间的第一视角窗口调整至第二视角窗口时,界面可以在第二视角窗口展示对应于第一位置的第二位置的第二指令标识,以展示不同于第一指令标识的第二指令标识,使得不同于第一指令标识的第二指令标识可以适配于第二视角窗口,有效提升了游戏的视觉效果。

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Abstract

The present disclosure relates to a storage medium storing a game program, a game processing method, a game system and a computer program product, the game program causing a computer of an information processing device to perform the following processing: in response to a first marking operation of a player on a first position in a first perspective window of a virtual space, displaying a first instruction identifier indicated by the marking operation at the first position; in response to the player adjusting the first perspective window to a second perspective window of the virtual space, displaying a second instruction identifier at a second position in the second perspective window; wherein the second instruction identifier has an association relationship with the first instruction identifier, and the second position is a position of mapping the first position in the second perspective window.
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Description

Technical Field

[0001] This disclosure relates to the processing of a strategy game with quick instruction tags. Background Technology

[0002] Previously, a strategy game was disclosed in which players used simple markers set in the game, such as attack, retreat, or defense, to indicate their game intentions to teammates or allies.

[0003] However, in strategy games, players can adjust different perspectives to view a game scene. After a player marks a certain location in the game scene from one perspective, the player can adjust to different perspectives to view the game scene. However, the mark at that location cannot adapt to the change of perspective, resulting in a poor visual effect in the game.

[0004] Therefore, the purpose of this invention is to provide a game program, game processing method, game system, and computer program product that can quickly mark instructions. Summary of the Invention

[0005] To address the aforementioned problems, the present invention employs the following structure.

[0006] (Structure 1)

[0007] The game program involved in the first structure causes the processor to perform the following processing: in response to the player performing a first marking operation on a first position in a first perspective window of the virtual space, displaying a first instruction identifier indicated by the marking operation at the first position; in response to the player adjusting the first perspective window to a second perspective window of the virtual space, displaying a second instruction identifier at a second position in the second perspective window; wherein the second instruction identifier is associated with the first instruction identifier, and the second position is the position that maps the first position to the second perspective window.

[0008] As described above, when a player marks a first location within the first-person perspective window of the virtual space, the interface can display a first command marker at that location. When the player switches from the first-person perspective window to a second-person perspective window, the interface can display a second command marker corresponding to the first location in the second-person perspective window. This second command marker, different from the first one, adapts to the second-person perspective window, effectively enhancing the game's visual effects.

[0009] (Structure 2)

[0010] In the second structure, according to the first structure described above, the first view window and the second view window may have different display dimensions, the display dimension of the first instruction identifier is adapted to the first view window, and the display dimension of the second instruction identifier is adapted to the second view window.

[0011] Based on the above, different command icons can be displayed in different display dimensions, allowing the interface to display command icons adapted to the display dimensions from various perspectives in the virtual space, further enhancing the visual effects of the game.

[0012] (Structure 3)

[0013] In the third structure, according to the first or second structure described above, the game program may also cause the computer of the information processing device to perform the following processing: when the first instruction identifier is set at the first position, display the location information of the first position and the avatar icon and text icon associated with the first instruction identifier in the player's chat box.

[0014] Based on the above, when a player marks a certain location, the player's chat box, or the chat box of the player's teammates or allies, can display the location information of the first location and the avatar icon and text icon associated with the first command mark. This can provide multiple ways to prompt the player for the command issued at the first location, thereby enhancing the game experience.

[0015] (Structure 4)

[0016] In the fourth structure, based on the first to third structures described above, the marking operation may also include a first operation whereby the player selects a first position in the first perspective window of the virtual space and a second operation whereby the player selects a first marking control in the interface. The game program causes the computer of the information processing device to further perform the following processing: the interface displays the first perspective window of the virtual space; based on the player's first operation, the interface displays a control menu bar; wherein, the control menu bar includes the first marking control; based on the player's second operation, the interface displays the first instruction identifier indicated by the marking operation set at the first position.

[0017] Based on the above, by providing players with a control menu bar that offers different commands, players can quickly select the first marker control they need in the control menu bar to quickly mark the first position. On the one hand, this makes it easier for players to issue commands quickly, improving the player's gaming experience; on the other hand, it reduces the burden on players who need to perform additional operations to issue commands.

[0018] (Structure 5)

[0019] In the fifth structure, according to the first to fourth structures described above, the game program may also cause the computer of the information processing device to perform the following processing: Based on the target identifier type corresponding to the first instruction identifier, at the first position, present a target rendering effect where the first instruction identifier corresponds to the target identifier type; if the target identifier type is an attack identifier type, at the first position, the target rendering effect presented by the first instruction identifier includes a player's avatar icon, a text icon indicating an attack instruction, and a light and shadow effect indicating an attack; or, if the target identifier type is a defense identifier type, at the first position, the target rendering effect presented by the first instruction identifier includes a player's avatar icon, a text icon indicating a defense instruction, and a light and shadow effect indicating a defense; or, if the target identifier type is a retreat identifier type, at the first position, the target rendering effect presented by the first instruction identifier includes a player's avatar icon, a text icon indicating a retreat instruction, and a light and shadow effect indicating a retreat.

[0020] As described above, when players give different commands, the interface can display the corresponding player's avatar icon, text icon, and lighting effects, further enhancing the game's visual effects and improving the player's gaming experience.

[0021] (Structure 6)

[0022] In the sixth structure, according to the first to fifth structures described above, the first position may correspond to the first plot in the virtual space, and the lighting effect may include a marker outline surrounding the outline of the first plot and a marker ray perpendicular to the center point of the first plot.

[0023] Based on the above, by setting the lighting and shadow effects to the outline and ray of the marker, players can more intuitively identify the location of the marker and the content of the marker command in the game scene, effectively improving the visual effect of the game.

[0024] (Structure 7)

[0025] In the seventh structure, according to the first to sixth structures mentioned above, the lighting effects corresponding to the attack command, the lighting effects corresponding to the retreat command, and the lighting effects corresponding to the retreat command can all be rendered with different colors.

[0026] Based on the above, by setting different colors for the lighting effects of different commands, players can more intuitively identify the content of the marked commands, further enhancing the game's visual effects.

[0027] In addition, other structures can also be game processing methods, game systems, or computer program products.

[0028] According to the present invention, when the player adjusts the first-view window of the virtual space to the second-view window, the interface can display a second command identifier corresponding to the second position of the first position in the second-view window, so as to display a second command identifier different from the first command identifier, so that the second command identifier different from the first command identifier can be adapted to the second-view window, effectively improving the visual effect of the game.

[0029] These and other objects, features, aspects, and effects of the present invention will become more apparent from the accompanying drawings and the following detailed description. Attached Figure Description

[0030] Figure 1 This is a block diagram showing the hardware structure of game system 1.

[0031] Figure 2 This is an example of a game screen.

[0032] Figure 3 This is an example of a game screen.

[0033] Figure 4 This is an example of a game screen.

[0034] Figure 5 This is a flowchart illustrating an example of game processing performed by processor 21. Detailed Implementation

[0035] [Game System Hardware Structure]

[0036] The following describes a game system based on an example of this embodiment. Figure 1 This is a block diagram illustrating an example of the hardware structure of the game system 1 according to this embodiment. The game system 1 in this embodiment includes a game device 3, a controller 4, and a display unit 5. Furthermore, in this embodiment, the example is described using a fixed game device. In other embodiments, the game device 3 may be, for example, a mobile game device, a smartphone, a tablet terminal, a mobile phone, a personal computer, a wearable terminal, or other game processing device.

[0037] exist Figure 1In this device, the gaming device 3 includes a processor 31. The processor 31 is an information processing unit that performs various game processing tasks within the gaming device 3. For example, it can be composed solely of a CPU (Central Processing Unit), or it can be composed of a System-on-a-Chip (SoC) that includes multiple functions such as CPU functionality and GPU (Graphics Processing Unit) functionality. The processor 31 performs various game processing tasks by executing game processing programs stored in the storage unit 32. Furthermore, the storage unit 32 can be, for example, an internal storage medium such as flash memory or DRAM (Dynamic Random Access Memory), or a structure utilizing external storage media installed in a slot (not shown).

[0038] In addition, the gaming device 3 includes a wireless communication unit 33 for wireless communication between the gaming device 3 and other gaming devices 3, and a designated server. This wireless communication can utilize, for example, Internet communication or short-range wireless communication.

[0039] In addition, the game device 3 is equipped with a controller communication unit 34 for wired or wireless communication between the game device 3 and the controller 4.

[0040] Furthermore, the game device 3 is connected to a display unit 5 (e.g., a television) via an image and sound output unit 35. The processor 31 outputs generated images and sounds (e.g., by executing the game processing described above) to the display unit 5 via the image and sound output unit 35.

[0041] Next, the controller 4 will be described. The controller 4 includes at least one analog joystick 42, which serves as an example of a direction input device. This analog joystick 42 can be used as a direction input section for inputting direction. The player can input the direction corresponding to the tilting direction (and the magnitude corresponding to the tilting angle) by tilting the analog joystick 42. In addition, the controller 4 includes a button section 43 that includes various operation buttons. For example, the controller 4 may also have multiple operation buttons on the main surface of the aforementioned housing.

[0042] In addition, the controller 4 also includes a communication unit 41 for wired or wireless communication with the controller communication unit 34. The directional input of the analog joystick 42 and the information indicating the pressed state of the button 43 are repeatedly output to the communication unit 41 at appropriate times and sent to the game device 3.

[0043] Next, an overview of the game processing involved in this embodiment will be described.

[0044] [First Embodiment]

[0045] In this embodiment, the game program causes the processor to perform the following processes:

[0046] In response to a player making a first marking operation on a first location in the first-person view window of the virtual space, the first instruction icon indicated by the marking operation is displayed at the first location;

[0047] In this embodiment, the virtual space can be any game scene within the game. When the player moves the virtual camera within that game scene, the interface displays a view window of the virtual space corresponding to the virtual camera's position and angle. For example, if the virtual camera is looking down at the game scene, the view window can present a two-dimensional game scene. Alternatively, if the virtual camera is looking at the game scene at eye level, the view window can present a three-dimensional game scene.

[0048] In this embodiment, the first instruction identifier can be for each view window in the display dimension corresponding to the first view window. For example, when the view window presents a game scene with different top-down angles, the first instruction identifier is a two-dimensional plane identifier. Alternatively, it can be only for the first view window. For example, when the view window presents a game scene with a top-down angle of 0°, the first instruction identifier is a two-dimensional plane identifier A1; when the view window presents a game scene with a top-down angle of 5°, the first instruction identifier is a two-dimensional plane identifier A2.

[0049] In response to the player adjusting the first-view window to a second-view window in the virtual space, a second command identifier is displayed in a second position in the second-view window; wherein, the second command identifier is related to the first command identifier, and the second position is the position in the second-view window that maps the first position.

[0050] In this embodiment, the association between the second command identifier and the first command identifier can be that the second command identifier and the first command identifier are both command identifiers of the same type. Here, the same type generally corresponds to the same intention of the player. For example, the second command identifier and the first command identifier are both attack command identifiers.

[0051] In some examples, such as Figure 3 The first-person view window shown presents a top-down view of the game scene. The player performs a first marking operation at the first position (3, 2) in the first-person view window, setting a command marker D, a two-dimensional plane marker, at that first position. The first-person view window is then adjusted as follows... Figure 4 After the second perspective window shown, the second perspective window presents the game scene at eye level. The second position of the second perspective window at coordinates (3, 2, 3) is set with the instruction identifier G for three-dimensional representation.

[0052] In this embodiment, the player marks a first location within the first-view window of the virtual space, and the interface can display a first command identifier at that location. When the player switches from the first-view window to a second-view window, the interface can display a second command identifier corresponding to the first location in the second-view window. This second command identifier, different from the first one, adapts to the second-view window, effectively enhancing the game's visual effects.

[0053] In some embodiments, the first-view window and the second-view window have different display dimensions, the display dimension of the first instruction identifier is adapted to the first-view window, and the display dimension of the second instruction identifier is adapted to the second-view window.

[0054] In some examples, the first-view window is displayed in three dimensions, while the second-view window is displayed in two dimensions. Therefore, the first command identifier might be, for example, [example of first command identifier]. Figure 3 The instruction identifier G shown is adapted to the first-person view window. The second instruction identifier is, for example,... Figure 4 The instruction identifier D shown is for adapting to the second-view window.

[0055] In this embodiment, different command identifiers are displayed in different display dimensions, so that the interface can display command identifiers adapted to the display dimensions from various perspectives in the virtual space, further enhancing the visual effect of the game.

[0056] [Second Embodiment]

[0057] In this embodiment, the marking operation includes a first operation in which the player selects a first position in the first-view window of the virtual space and a second operation in which the player selects a first marking control in the interface.

[0058] The game program also causes the processor to perform the following processing:

[0059] The interface displays a first-person perspective window of the virtual space.

[0060] Based on the player's first action, the interface displays a control menu bar; the control menu bar includes a first marker control.

[0061] In some examples, such as Figure 2 As shown, the player's first action can be to click the first position with coordinates (3, 2). Subsequently, the interface can display the control menu bar C1, which can display multiple marker controls, namely the retreat control C11, the equipment control C12, the assembly control C13, the defense control C14, and the attack control C15.

[0062] Based on the player's second action, the interface displays the first instruction icon indicated by the marked action, which is set in the first position.

[0063] In some examples, such as Figure 2 As shown, the first marker control is the attack control C15. After the player clicks on the attack control C15, as follows... Figure 3 As shown, the interface allows setting the instruction identifier D at the first position with coordinates (3, 2).

[0064] In this embodiment, by providing players with a control menu bar that offers different commands, players can quickly select the desired first marker control in the control menu bar to quickly mark the first position. On the one hand, this facilitates players to quickly issue commands and improves the player's gaming experience; on the other hand, it reduces the burden on players who need to perform additional operations to issue commands.

[0065] [Third Embodiment]

[0066] In this embodiment, the game program causes the computer of the information processing device to perform the following processing:

[0067] Based on the target identifier type corresponding to the first instruction identifier, at the first position, the target rendering effect is presented as the first instruction identifier corresponds to the target identifier type.

[0068] In this embodiment, different identifier types can be pre-set in the game, and any instruction identifier corresponds to one of the identifier types, for example, such as Figure 2 As shown, the identifier type corresponding to the assembly instruction identifier and the defense instruction identifier is identifier type J1, the identifier type corresponding to the retreat instruction identifier is identifier type J2, the identifier type corresponding to the weapon instruction identifier is identifier type J3, and the identifier type corresponding to the attack instruction identifier is identifier type J4.

[0069] In this embodiment, each identifier type corresponds to a rendering effect. For example, the rendering effect corresponding to identifier type J1 is a green ring, and the rendering effect corresponding to identifier type J4 is a red cross.

[0070] In this embodiment, when the player indicates different command symbols, the interface can present a rendering effect corresponding to the command symbol. While distinguishing different command symbols, this can effectively improve the visual effect of the game.

[0071] [Fourth Embodiment]

[0072] In this embodiment, the identifier types include attack identifier type, defense identifier type, and retreat identifier type, and the target identifier type is one of the identifier types; the game program causes the computer of the information processing device to perform the following processing:

[0073] When the target identifier type is an attack identifier type, at the first position, the target rendering effect presented by the first instruction identifier includes a player's avatar icon, a text icon representing an attack instruction, and a lighting effect indicating an attack.

[0074] When the target identifier type is a defense identifier type, at the first position, the target rendering effect presented by the first instruction identifier includes a player's avatar icon, a text icon representing a defense instruction, and a lighting effect indicating defense.

[0075] When the target identifier type is a retreat identifier type, at the first position, the target rendering effect presented by the first instruction identifier includes a player's avatar icon, a text icon representing a retreat instruction, and a lighting effect indicating retreat.

[0076] In some examples, such as Figure 3 As shown, the instruction identifier D is the attack instruction identifier. The first instruction identifier can display the player's avatar icon D1, the text icon D2 representing the retreat instruction, and the corresponding light and shadow effects D3 and D4.

[0077] When players give different commands, the interface displays the corresponding player's avatar icon, text icon, and lighting effects, further enhancing the game's visual effects and improving the player's gaming experience.

[0078] In some embodiments, the first location corresponds to a first plot of land in the virtual space, and the lighting effects include an identifier outline surrounding the outline of the first plot of land and an identifier ray perpendicular to the center point of the first plot of land.

[0079] In some examples, such as Figure 3 As shown, the rendering effect includes the marker outline D3 and the marker ray D4. The marker outline D3 can be around the outline of the first plot Grond1, and the marker ray D4 can be perpendicular to the center point O of the first plot.

[0080] By setting the lighting and shadow effects to the outline and ray of the marker, players can more intuitively identify the location of the marker and the content of the marker command in the game scene, effectively improving the visual effect of the game.

[0081] In some embodiments, the lighting effects corresponding to the attack command, the lighting effects corresponding to the retreat command, and the lighting effects corresponding to the retreat command all correspond to different rendering colors.

[0082] In some examples, the lighting effects for an attack command can correspond to red, the lighting effects for a defense command can correspond to blue, and the lighting effects for a retreat command can correspond to green.

[0083] In this embodiment, the rendering colors corresponding to the lighting effects of different commands are at least partially different. For example, the lighting effects of the attack command and the defense command can both correspond to blue, while the lighting effects of the retreat command can correspond to green.

[0084] By setting different colors for the rendering effects of different commands, players can more intuitively identify the content of the marked commands, further enhancing the game's visual effects.

[0085] [Fifth Embodiment]

[0086] In this embodiment, the game program causes the computer of the information processing device to perform the following processing:

[0087] When the first command identifier is set in the first position, the player's chat box will display the location information of the first position and the avatar icon and text icon associated with the first command identifier.

[0088] In this embodiment, the player's chat box can be a window in the interface for chatting with other players in the game. The chat box can be for the player and their friends, for the player and their teammates, or for the player and their allies.

[0089] In this embodiment, when a player marks a certain location, the player's chat box or the chat box of the player's teammates or allies can display the location information of the first location and the avatar icon and text icon associated with the first command identifier, so as to prompt the player with the command issued at the first location in multiple ways, thereby improving the game experience.

[0090] [Method Implementation Examples]

[0091] Figure 5 This is a flowchart illustrating an example of game processing performed by processor 21. The game processing method may include the following steps S510 and S520:

[0092] Step S510: In response to the player performing a first marking operation on a first position in the first-view window of the virtual space, the first instruction identifier indicated by the marking operation is displayed at the first position.

[0093] Step S520: In response to the player adjusting the first-view window to the second-view window of the virtual space, a second command identifier is displayed at a second position in the second-view window; wherein, the second command identifier is related to the first command identifier, and the second position is the position in the second-view window that maps the first position.

[0094] In some embodiments, the first-view window and the second-view window have different display dimensions, the display dimension of the first instruction identifier is adapted to the first-view window, and the display dimension of the second instruction identifier is adapted to the second-view window.

[0095] In some embodiments, the marking operation includes a first operation in which the player selects a first position in a first-view window of the virtual space and a second operation in which the player selects a first marking control in the interface. This step S510 may include the following steps S610 and S620:

[0096] Step S610: Based on the player's first action, the interface displays a control menu bar; wherein, the control menu bar includes a first marker control.

[0097] In step S620, based on the player's second operation, the interface displays the first instruction identifier indicated by the marked operation, which is set in the first position.

[0098] In some embodiments, step S700 may include the following steps S710 to S740:

[0099] Step S710: Based on the target identifier type corresponding to the first instruction identifier, present the target rendering effect at the first position where the first instruction identifier corresponds to the target identifier type.

[0100] In step S720, when the target identifier type is an attack identifier type, the target rendering effect presented by the first command identifier at the first position includes a player's avatar icon, a text icon indicating an attack command, and a light and shadow effect indicating an attack.

[0101] In step S730, when the target identifier type is a defense identifier type, the target rendering effect presented by the first instruction identifier at the first position includes a player's avatar icon, a text icon representing a defense instruction, and a light and shadow effect indicating defense.

[0102] In step S740, when the target identifier type is a retreat identifier type, the target rendering effect presented by the first instruction identifier at the first position includes a player's avatar icon, a text icon representing a retreat instruction, and a light and shadow effect indicating retreat.

[0103] In some embodiments, the first location corresponds to a first plot of land in the virtual space, and the rendering effect includes an identifier outline surrounding the outline of the first plot of land and an identifier ray perpendicular to the center point of the first plot of land.

[0104] In some embodiments, the lighting effects corresponding to the attack command, the lighting effects corresponding to the retreat command, and the lighting effects corresponding to the retreat command all correspond to different rendering colors.

[0105] In some embodiments, after step S510, the method further includes the following step S810:

[0106] In step S810, when the first command identifier is set at the first position, the location information of the first position and the avatar icon and text icon associated with the first command identifier are displayed in the player's chat box.

[0107] This disclosure also provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements a game processing method according to any embodiment of this disclosure.

[0108] This disclosure also provides a computer program product, which includes a computer program or instructions that, when executed by a processor, implement a game processing method according to any of the disclosed embodiments.

[0109] The various embodiments in this specification are described in a progressive manner. Similar or identical parts between embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, the device and apparatus embodiments are basically similar to the method embodiments, so the descriptions are relatively simple; relevant parts can be referred to the descriptions of the method embodiments.

[0110] The foregoing has described specific embodiments of this specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than that shown in the embodiments and may still achieve the desired result. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired result. In some embodiments, multitasking and parallel processing are possible or may be advantageous.

[0111] Embodiments of this specification may be devices, methods, and / or computer program products. A computer program product may include a computer-readable storage medium having computer-readable program instructions loaded thereon for causing a processor to implement various aspects of the embodiments of this specification.

[0112] Computer-readable storage media can be tangible devices capable of holding and storing instructions for use by an instruction execution device. Computer-readable storage media can be, for example—but not limited to—electrical storage devices, magnetic storage devices, optical storage devices, electromagnetic storage devices, semiconductor storage devices, or any suitable combination thereof. More specific examples (a non-exhaustive list) of computer-readable storage media include: portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), static random access memory (SRAM), portable compact disc read-only memory (CD-ROM), digital multifunction disc (DVD), memory sticks, floppy disks, mechanical encoding devices, such as punch cards or recessed protrusions storing instructions thereon, and any suitable combination thereof. The computer-readable storage media used herein are not to be construed as transient signals themselves, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through waveguides or other transmission media (e.g., light pulses through fiber optic cables), or electrical signals transmitted through wires.

[0113] The computer-readable program instructions described herein can be downloaded from computer-readable storage media to various computing / processing devices, or downloaded via a network, such as the Internet, local area network, wide area network, and / or wireless network, to an external computer or external storage device. The network may include copper transmission cables, fiber optic transmission, wireless transmission, routers, firewalls, switches, gateway computers, and / or edge servers. A network adapter card or network interface in each computing / processing device receives the computer-readable program instructions from the network and forwards them to the computer-readable storage media in the respective computing / processing device.

[0114] Computer program instructions used to perform the operations of the embodiments described herein may be assembly instructions, instruction set architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, state setting data, or source code or first code written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Smalltalk, C++, etc., and conventional procedural programming languages ​​such as the "C" language or similar programming languages. The computer-readable program instructions may execute entirely on the first user's computer, partially on the first user's computer, as a standalone software package, partially on the first user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving a remote computer, the remote computer may be connected to the first user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or may be connected to an external computer (e.g., via the Internet using an Internet service provider). In some embodiments, electronic circuitry, such as programmable logic circuitry, field-programmable gate arrays (FPGAs), or programmable logic arrays (PLAs), is personalized by utilizing state information from the computer-readable program instructions. This electronic circuitry can execute the computer-readable program instructions to implement various aspects of the embodiments described herein.

[0115] Various aspects of embodiments of this specification are described herein with reference to flowchart illustrations and / or block diagrams of methods, apparatus (devices), and computer program products according to embodiments of this specification. It should be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer-readable program instructions.

[0116] These computer-readable program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing apparatus to produce a machine such that, when executed by the processor of the computer or other programmable data processing apparatus, they create means for implementing the functions / actions specified in one or more blocks of the flowchart and / or block diagram. These computer-readable program instructions can also be stored in a computer-readable storage medium that causes a computer, programmable data processing apparatus, and / or other device to operate in a particular manner; thus, the computer-readable medium storing the instructions comprises an article of manufacture that includes instructions for implementing aspects of the functions / actions specified in one or more blocks of the flowchart and / or block diagram.

[0117] Computer-readable program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device to cause a series of operational steps to be performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby causing the instructions executed on the computer, other programmable data processing apparatus, or other device to perform the functions / actions specified in one or more boxes of a flowchart and / or block diagram.

[0118] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this specification. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of an instruction, which contains one or more executable instructions for implementing a specified logical function. In some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions. It will be well known to those skilled in the art that implementation in hardware, implementation in software, and implementation using a combination of software and hardware are equivalent.

[0119] Various embodiments of this specification have been described above. These descriptions are exemplary and not exhaustive, nor are they limited to the disclosed embodiments. Many modifications and variations will be apparent to those skilled in the art without departing from the scope of the described embodiments. The terminology used herein is chosen to best explain the principles, practical application, or improvement of the technology in the market, or to enable others skilled in the art to understand the embodiments disclosed herein.

Claims

1. A storage medium storing a game program, wherein, The game program causes the computer of the information processing device to perform the following processing: In response to a player performing a first marking operation on a first position in the first-view window of the virtual space, a first instruction identifier indicated by the marking operation is displayed at the first position; In response to the player adjusting the first perspective window to the second perspective window of the virtual space, a second command identifier is displayed at a second position in the second perspective window; wherein the second command identifier is associated with the first command identifier, and the second position is the position where the first position is mapped onto the second perspective window.

2. The storage medium storing the game program according to claim 1, wherein, The first view window and the second view window have different display dimensions. The display dimension of the first instruction identifier is adapted to the first view window, and the display dimension of the second instruction identifier is adapted to the second view window.

3. The storage medium storing the game program according to claim 1, wherein, The game program also causes the computer of the information processing device to perform the following processing: When the first instruction identifier is set at the first location, the location information of the first location and the avatar icon and text icon associated with the first instruction identifier are displayed in the player's chat box.

4. The storage medium storing the game program according to claim 1, wherein, The marking operation includes a first operation whereby the player selects a first position in the first-view window of the virtual space, and a second operation whereby the player selects a first marking control in the interface. The game program also causes the computer of the information processing device to perform the following processing: The interface displays a first-person perspective window of the virtual space; Based on the player's first action, the interface displays a control menu bar; wherein, the control menu bar includes the first marker control; Based on the player's second action, the interface displays the first instruction identifier indicated by the marking action set at the first position.

5. The storage medium storing the game program according to claim 1, wherein, The game program also causes the computer of the information processing device to perform the following processing: Based on the target identifier type corresponding to the first instruction identifier, at the first position, a target rendering effect is presented where the first instruction identifier corresponds to the target identifier type; When the target identifier type is an attack identifier type, at the first position, the target rendering effect presented by the first command identifier includes a player's avatar icon, a text icon indicating an attack command, and lighting effects indicating an attack; or, When the target identifier type is a defense identifier type, at the first position, the target rendering effect presented by the first instruction identifier includes a player's avatar icon, a text icon representing a defense instruction, and lighting effects indicating defense; or, When the target identifier type is a retreat identifier type, at the first position, the target rendering effect presented by the first instruction identifier includes a player's avatar icon, a text icon indicating a retreat instruction, and a lighting effect indicating retreat.

6. The storage medium storing the game program according to claim 5, wherein, The first position corresponds to the first plot of land in the virtual space, and the lighting effect includes a marker outline surrounding the outline of the first plot of land and a marker ray perpendicular to the center point of the first plot of land.

7. The storage medium storing the game program according to claim 5, wherein, The lighting effects corresponding to the attack command, the retreat command, and the withdrawal command all correspond to different rendering colors.

8. A game processing method, The game program causes the computer of the information processing device to perform the following processing: In response to a player performing a first marking operation on a first position in the first-view window of the virtual space, a first instruction identifier indicated by the marking operation is displayed at the first position; In response to the player adjusting the first perspective window to a second perspective window of the virtual space, a second command identifier is displayed at a second position within the second perspective window; wherein... The second instruction identifier is associated with the first instruction identifier, and the second position is the position that maps the first position onto the second view window.

9. A game system, equipped with a processor, in, The processor performs the following processes: In response to a player performing a first marking operation on a first position in the first-view window of the virtual space, a first instruction identifier indicated by the marking operation is displayed at the first position; In response to the player adjusting the first perspective window to the second perspective window of the virtual space, a second command identifier is displayed at a second position in the second perspective window; wherein the second command identifier is associated with the first command identifier, and the second position is the position where the first position is mapped onto the second perspective window.

10. A computer program product, including a game program, The game program causes the processor to perform the following processes: In response to a player performing a first marking operation on a first position in the first-view window of the virtual space, a first instruction identifier indicated by the marking operation is displayed at the first position; In response to the player adjusting the first perspective window to a second perspective window of the virtual space, a second command identifier is displayed at a second position within the second perspective window; wherein... The second instruction identifier is associated with the first instruction identifier, and the second position is the position where the first position is mapped onto the second view window.