Program, virtual space provision method, and virtual space provision system

JP2023138279A5Inactive Publication Date: 2025-03-25COVER CORP
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Patent Information

Application Number
JP2022183028
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-11-16
Publication Date
2025-03-25
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Conventional game systems require users to individually specify and change components of virtual structures, which is cumbersome and inefficient.

Method used

A program and system that allow users to select and replace multiple items forming virtual structures based on common variations, using an acquisition unit to gather item information, a formation unit to create structures, and a replacement unit to swap items meeting predetermined conditions.

Benefits of technology

Enhances user convenience by simplifying the process of changing virtual structure components, allowing for batch operations and efficient item management in virtual spaces.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing technology to improve convenience related to a user's operation for a virtual structure in a virtual space.SOLUTION: A program causes a computer that provides a virtual space VS to function as: an acquisition part 51 for acquiring item information related to a plurality of items used by an object O operated by a user in the virtual space VS; a formation part 52 for forming one or a plurality of virtual structures on the basis of the plurality of items; a selection part 53 for selecting an item of a common variation VR associated with the plurality of items on the basis of the user input; and a replacement part 54 for replacing at least part of the plurality of items with the item of the common variation VR when the plurality of items forming the one or the plurality of virtual structures satisfy a predetermined condition.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a program, a virtual space providing method, and a virtual space providing system.

Background Art

[0002] Patent Document 1 describes an information processing apparatus that executes a building game. The information processing apparatus is described to enable a user to quickly build a desired building in the game by customizing in advance the building that the user wishes to build in the game, etc. . <00....​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​

[0006] A program according to one aspect of the present invention provides a computer that provides a virtual space to the virtual space. Item information about multiple items used by an object that the user interacts with. An acquisition unit for acquiring items, and a forming unit for forming one or more virtual structures based on multiple items. Based on user input, a common variation of the A is associated with multiple items. A selection unit for selecting an item, and a plurality of items that form one or more virtual structures are predetermined If the conditions are met, at least some of the items will be items with a common variation. A replacement unit that replaces with "mu", and a program that makes it function as such.

[0007] A method for providing a virtual space according to one aspect of the present invention involves a computer providing a virtual space executing... A method for providing a virtual space, wherein the objects that the user operates in the virtual space use Steps to obtain item information for multiple items, and based on the multiple items The steps include forming one or more virtual structures and, based on user input, forming multiple items The steps include selecting a common variation of an item that corresponds to a m, and one or more When multiple items that form a virtual structure satisfy predetermined conditions, the multiple items This includes the step of replacing at least some of the items with common variations.

[0008] A virtual space provision system according to one aspect of the present invention provides a virtual space provision system It is a system in which multiple items used by an object operated by a user in a virtual space An acquisition unit that acquires item information related to the item, and one or more temporary information based on multiple items. A forming unit that forms a virtual structure, and based on user input, a selection unit that selects items of a common variation associated with a plurality of items, and a plurality of items that form one or more virtual structures When a predetermined condition is satisfied, it includes a replacement unit that replaces at least a part of the plurality of items with items of a common variation. In addition, in the present invention, the "unit" does not simply mean a physical means, but also includes a case where the function of the "unit" is realized by software. Also, even if the function of one "unit" or device is realized by two or more physical means or devices, or the functions of two or more "units" or devices are realized by one physical means or device, it is acceptable. According to the present invention, the convenience regarding the user's operation on the virtual structure in the virtual space is improved. It is a schematic configuration diagram (system configuration diagram) of an information processing system according to the first embodiment of the present invention.

[0009] It is a schematic diagram showing an example of a craft game according to the first embodiment of the present invention. It is a schematic configuration diagram (block diagram) showing an example of the functional configuration of an information processing server and a player terminal according to the first embodiment of the present invention. It is a diagram showing an example of item information according to the first embodiment of the present invention. It is a diagram for explaining an example of a virtual warehouse according to the first embodiment of the present invention. It is a diagram showing an example of a protect cube (PQ) according to the first embodiment of the present invention. [[ID=二十]] [[ID=二十一]]

[0010] [[ID=二十二]] [[ID=二十三]] [[ID=二十四]] [[ID=二十五]] [[ID=二十六]] [[ID=二十七]]

[0011] [[ID=二十八]] [[ID=二十九]] [Figure 1] [[ID=三十]] [[ID=三十一]] [Figure 2] [[ID=三十二]] [[ID=三十三]] [Figure 3] [[ID=三十四]] [[ID=三十五]] [Figure 4] [[ID=三十六]] [[ID=三十七]] [Figure 5] [[ID=三十八]] [[ID=三十九]] [Figure 6] [[ID=四十]] ​​​​​​​​​ [Figure 7] It is a diagram showing an example of PQ according to the first embodiment of the present invention. [Figure 8] It is a diagram showing an example of PQ according to the first embodiment of the present invention. [Figure 9] It is a flowchart showing an example of the kraft process according to the first embodiment of the present invention. [Figure 10] It is a diagram showing an example of the screen of the output unit of the player terminal according to the first embodiment of the present invention. [Figure 11] It is a diagram showing an example of the screen of the output unit of the player terminal according to the first embodiment of the present invention. [Figure 12] It is a diagram showing an example of the screen of the output unit of the player terminal according to the first embodiment of the present invention. [Figure 13] It is a flowchart showing an example of the change process of the virtual structure according to the first embodiment of the present invention. [Figure 14] It is a diagram showing an example of the screen of the output unit of the player terminal according to the first embodiment of the present invention. [Figure 15] It is a diagram showing an example of the screen of the output unit of the player terminal according to the first embodiment of the present invention. [Figure 16] It is a diagram showing an example of the screen of the output unit of the player terminal according to the first embodiment of the present invention. [Figure 17] It is a flowchart showing an example of the movement process of the virtual structure according to the first embodiment of the present invention. [Figure 18] It is a diagram showing an example of the screen of the output unit of the player terminal according to the first embodiment of the present invention. [Figure 19] It is a conceptual diagram showing an example of the arrangement process of the virtual structure according to the first embodiment of the present invention. [Figure 20] It is a schematic configuration diagram showing an example of the functional configuration of the information processing server and the player terminal according to the second embodiment of the present invention. [Figure 21] It is a schematic configuration diagram showing an example of the functional configuration of the information processing server and the player terminal according to the third embodiment of the present invention. [Figure 22]This is a schematic diagram (block diagram) of the information processing server and player terminal according to each embodiment of the present invention. [Modes for carrying out the invention]

[0012] The embodiments of the present invention will be described below with reference to the attached drawings. The examples provided are illustrative for explaining the present invention and are not intended to limit the present invention to its embodiments only. This is not the case. Furthermore, the present invention can be modified in various ways without departing from its essence. In each drawing, the same reference numeral is used for identical components whenever possible, and redundant reference numerals are used. The "Akira" part will be omitted.

[0013] <First Embodiment> Figure 1 shows an information processing system 100 (virtual space provision system) according to the first embodiment of the present invention. This is a block diagram showing the overall configuration of the information processing system 100. For example, consider an information processing server 1 and n player terminals 3 (where n is any integer value greater than or equal to 1). It is composed of a network N.

[0014] Information processing system 100 is a so-called client-server system. System 100 consists of n player terminals 3 which are clients and an information processing server 1. This is achieved by communicating with each other via network N.

[0015] Information processing server 1 is implemented by, for example, one or more server devices. Earphone device 3 can be used, for example, with a personal computer, smartphone, or game console. This will be realized. Furthermore, network N includes, for example, the internet and mobile phone networks. Network, LAN L ocalA rea N etwork), or these This is achieved through a combined network. Note that the diagram shows n player terminals 3 and The player terminals 3a and 3n are shown in the diagram. However, the following explanation is provided. When describing these n player terminals 3 without distinguishing between them, some symbols are omitted. It's abbreviated and simply called "Player Terminal 3".

[0016] Figure 2 is a schematic diagram showing an example of a craft game according to the first embodiment of the present invention. As shown, the information processing system 100 processes the player character (O) operated by the player. Project O) has one or more items (e.g., wall W) as constituent elements. A crafting game where you can create imaginary houses (virtual structures) in the virtual space VS. It is possible to do this. In crafting games, the virtual elements used by the player character It is possible to manufacture at least one of the following: equipment, devices, and facilities.

[0017] A "player" is a user who operates a terminal device, also known as a client-server. This concept also applies to the client of a system. Furthermore, "player" generally refers to oneself. Instead, a so-called player who engages in activities and actions in a virtual game space (virtual space) Users can participate in the virtual space through characters (object O), etc.

[0018] A "virtual space" is a virtual space constructed online, for example, a three-dimensional virtual space. This includes imaginary space, but may also include virtual spaces such as two-dimensional spaces. In the following, "virtual space" will be defined as follows: For example, let's take a virtual game space for running a crafting game as an example. It is not limited to that. "Virtual space" simply refers to a three-dimensional virtual space that is different from the real world or the virtual space in question. It may also include services in a space. For example, "virtual space" may include a player (player A virtual space where your character can communicate with other players. It may include.

[0019] "Virtual space" includes one or more virtual spaces (e.g., metaverse space). In other words, "Virtual space" may be a collective term for multiple virtual spaces. If space is involved, the user manipulates an avatar associated with themselves to access different meta. It is possible to move between birth spaces. Furthermore, the first managing entity generates and manages them. The virtual content in the first virtual space is managed by a second management entity that is different from the first management entity. It can also be used in a second virtual space, which is different from the first virtual space that is created and managed. It is also acceptable. Virtual content is digital content in a virtual space, for example, This includes butter, buildings, and fashion, etc. Virtual content is created by users in a virtual space. It can be created and sold to other users. Virtual content is described later as "item". It may include "ム".

[0020] "Game" refers to, for example, the player character (object) owned by the player. It is a game in which you control something. "Game" is a game in which one or more player characters possess This includes crafting games that involve creating virtual structures and other objects composed of multiple items. The game is a competitive game where one player character battles against an enemy character, with multiple players A fighting game where you form a party with character-based players and battle against enemy characters. This may include competitive games where Kuta players compete against each other. "Game" refers to a game in which player characters This includes games where you develop the items you own (for example, by changing the parameters of the items). That's fine. Also, "game" is not limited to the games mentioned above; it can also refer to action games, quiz games, etc. This may include various games such as arcade games and card games.

[0021] An "item" is something that a player character uses in the virtual space in which the player participates. It refers to a medium that allows players to interact with other players within the virtual space in which they participate. This creates an effect that gives you a relative advantage over enemy characters as you progress through the game. This includes items that cover things, and there are no particular restrictions on their type.

[0022] "Items" are, for example, building materials, furniture, equipment, materials, and materials used to create materials in a virtual space. Includes intermediate materials for the purpose of [doing something]. "Item" refers to a virtual facility or virtual equipment in a virtual space. It may include placement. "Items" are items that the player character cooks in the virtual space. It may include ingredients used in cooking or preparation. "Items" may include, for example, play This includes various items that increase Ya's attack power, defense power, etc., but is not limited to these. Various items that increase damage to layers and enemy characters, or the player's stamina This may include various items that restore health, etc.

[0023] "Parameters" are information managed in conjunction with a player character or item. For example, the "parameters" related to the player character are the player character's attacks. This includes information related to game progression, such as strength, defense, or stamina, which indicates physical strength. The "parameters" related to an item include, for example, parameters related to the item's weight. The "parameters" may be determined by the content of the gameplay. "Parameters" are examples. For example, it may be determined based on the difficulty and importance of the gameplay. "Parameters" are, In a game in which players participate, a specific player character interacts with other player characters. For example, an effect that puts you at a relative advantage or disadvantage in the course of the game. This refers to a plant that produces fruit, and its type is not particularly limited.

[0024] Figure 3 shows the functional configuration of the information processing server 1 according to the first embodiment of the present invention, and the player terminal. This block diagram shows an example of the functional configuration of 3. Player terminal 3 is, exemplarily, a game A game control unit 50 controls the execution of the game, and a display control unit 40 controls the display related to the game. It is configured to include a recording unit 38 that records information related to the execution of the game.

[0025] The game control unit 50 functionally consists of an information acquisition unit 51 (acquisition unit) and a virtual structure formation unit 52 (Forming section), item selection section 53 (selection section), item replacement section 54 (replacement section), temporary It is composed of a planned facility layout section 55, a virtual device layout section 56, and a mobile section 57. Furthermore, each of the above-mentioned parts of the game control unit 50 is, for example, connected to the memory 33 and recording unit 38 shown in Figure 22. This can be achieved by having CPU31 execute the stored program. ru.

[0026] The information acquisition unit 51 is used by the player character operated by the user in the virtual space. The information acquisition unit 51 acquires item information for multiple items from the recording unit 38. Item information II may be obtained from an external device or database of player terminal 3. You may obtain Item Information II.

[0027] Figure 4 shows an example of item information according to the first embodiment of the present invention. As shown above, Item Information II indicates that each of the multiple items used in the game is of a "Type" It is associated with information about "type" and "variation". For example, One item is of the type "Wall / Ceiling Decoration" and is of the type "Wooden Wall A", Bali This item relates to the "red" wood wall.

[0028] "Type" refers to information used to distinguish or classify items. For example, "Type" is: One item relates to "wall / ceiling decoration," "building materials," "furniture," or "facilities." Includes information indicating that it is an item.

[0029] "Type" refers to information about the form or shape of an item. For example, "Type" This is for distinguishing specific types of items from among the items classified under the above "types". This is information. "Type" refers to information indicating, for example, the form of the wall or ceiling. This includes information such as "Wooden Wall A", "Wooden Wall B", "Tile Wall A", or "Ceiling A". include.

[0030] "Variations" refer to information about changes or variations of an item. For example. "Variation" refers to the size, weight, color, hue, pattern, or material of an item. This includes information such as the same or identical "variation" of items. For example, items with the same or the same color. This refers to the same item, while different "variations" are items with different colors, for example. It refers to an item.

[0031] Returning to Figure 3, the virtual structure forming section 52 forms one or more virtual structures based on multiple items. To create (form) a structure. For example, the virtual structure formation unit 52 is specified by the user through input. By combining the selected items, such as walls, ceilings, roofs, and doors, a virtual world is created. Create a virtual building. The virtual structure will be a virtual building, for example, a house or a kitchen. This includes tables, lighting fixtures, or furniture such as bookshelves. Note that virtual structures are, for example, virtual... It may also include virtual facilities, which are facilities such as factories, research laboratories, bridges, bases, This includes roads, railways, towers, tree plantations, fountains, zoos, or aquariums, etc. Virtual facilities are described below. It may include virtual storage facilities.

[0032] The item selection unit 53, based on user input, associates multiple items with a common system. Select variations of the item. For example, multiple items that form a house, which is a virtual structure. If the walls are all different colors, the item selection unit 53 will select a common color (for example, red). To align (redecorate) the walls, the system will respond to the multiple walls based on user input. Select a wall of a common color (e.g., red). The method of user input is arbitrary, but For example, by operating the mouse on the input section 36 of the player terminal 3 operated by the player, Then, select the item with the desired variation.

[0033] The item replacement unit 54 is configured such that a plurality of items forming one or more virtual structures are specified in a predetermined manner. If the conditions are met, at least some of the items are items with a common variation. To rearrange (replace) the layout.

[0034] The method for determining the "one or more virtual structures" to be replaced is arbitrary, but for example, the following: This includes methods (1) to (6).

[0035] (1) "One" within a predetermined range in a virtual space (for example, the object of crafting work) A method that automatically replaces "structures". (2) Automatically select "all multiple structures" within a predetermined range in the virtual space. The method to be replaced. (3) "Selected one or more structures" within a predetermined range in the virtual space A method for automatically selecting items for replacement. (4) Regardless of the scope (without any scope restrictions), the user selects a "single structure" within the virtual space. A method that targets replacements based on the situation. (5) Regardless of the scope (no scope limit), "multiple structures" in the virtual space are selected by the user. A method that determines which items to replace based on the operation performed. (6) Regardless of the scope (without any scope restrictions) the automatic selection of "all multiple structures" within the virtual space. A method that targets the substitution.

[0036] Furthermore, the method for determining whether or not something is a "virtual structure" is arbitrary, but for example, (1) below This includes the method described in (3).

[0037] (1) When a predetermined range in the virtual space is specified by user operation, A method for determining that virtual structures placed within a specified area are "virtual structures." (2) In a virtual space, for example, when one or more virtual building materials (items) are placed A method for determining that one or more virtual building materials constitute a "virtual structure". In other words, virtual building materials ( As long as one or more items are placed, even if the structure is unfinished, it is a "virtual structure" It may be judged as such. (3) A combination of virtual walls and virtual floors arranged in a virtual space to such an extent that a predetermined space can be recognized. A method for determining that something is a "virtual structure".

[0038] "The specified conditions" include, for example, (1) to (4) below. "Replace at least some of..." means replacing all of multiple items, and multiple This includes replacing some of the items.

[0039] (1) Multiple items that form one or more virtual structures have a common type of item Mu Being (2) Multiple items that form one or more virtual structures have a common type of item It is a m and is located adjacent to each other in a virtual space. (3) Multiple items that form one or more virtual structures have a common type of item It is a multiple of which are located within a predetermined range of the virtual space, as specified by the user. Being an item (4) Multiple items that form one or more virtual structures have a common type of item It is a virtual structure, and is a virtual structure placed in a virtual space, as specified by the user. It is a set of multiple items.

[0040] Regarding condition (1), for example, a plurality of virtual structures (e.g., houses) that form one or more virtual structures Item replacement occurs when items are of the same type (e.g., wooden wall A). Section 54 connects at least some of the multiple items (for example, the item of wooden wall A) to a common barrier. It can be replaced with an Ace item (for example, the red wooden wall A item).

[0041] Regarding condition (2), for example, a plurality of virtual structures (e.g., houses) that form one or more virtual structures The items are of a common type (for example, wooden wall A), and in the virtual space When multiple items are placed adjacent to each other, the item replacement unit 54 replaces the smaller number of items. Even if not, some items (for example, the items on adjacent wooden wall A) can be items with common variations. It can be replaced with (for example, item A, the red wooden wall).

[0042] Regarding condition (3), for example, multiple virtual structures (e.g., houses) that form one or more virtual structures The items are of a common type (for example, wooden wall A), and the user If the items are multiple items placed within a predetermined range in a virtual space as specified, then the items The replacement unit 54 is a part of a plurality of items (for example, within a specified predetermined range) The item is a wooden wall A) and the item is a common variation (for example, the red wooden wall A) It can be replaced with (item).

[0043] Regarding condition (4), for example, a plurality of virtual structures (e.g., houses) that form one or more virtual structures The items are of a common type (for example, wooden wall A), and the user The specified items form a single virtual structure placed in a virtual space. In addition, the item replacement unit 54 replaces at least a portion of a plurality of items (for example, one specified item) Items (such as the wooden wall A that forms the virtual structure) are common variations of the same item (for example) It can be replaced with the item A (red wooden wall).

[0044] Regarding the "common type items" that will be replaced, the player (user) This may be set in advance. "Common type items" are one or more common items Includes items of a common type. For example, "items of a common type" is "wooden wall" item. Only Tem, the items "wooden wall" and "pillar", as well as the items "tile wall" and "roof" This includes items such as tem. The pre-defined "common types of items" will be modified as appropriate. That's fine.

[0045] In each of the above conditions, "multiple items that form one or more virtual structures" The common condition is that the items are of the same type, but it is not limited to this. For example, a common condition in each condition can be replaced with "one or more" instead of the common condition mentioned above. The multiple items that make up the virtual structure include items of a "common" type. That's fine.

[0046] The virtual facility placement unit 55 places virtual facilities in the virtual space. For example, the virtual facility placement unit 55 This involves placing a virtual warehouse (virtual storage facility) capable of storing multiple items in a virtual space. Then, the virtual facility layout unit 55 handles each of the predetermined number of virtual fields (areas) in the virtual space. It automatically places one or more specified virtual facilities into the virtual space. The placement unit 55 places one or more virtual facilities specified by user input into the virtual space. This may also be done. Refer to Figure 5, which is an example of a virtual storage facility capable of storing multiple items. This section explains the features of virtual warehouses.

[0047] As shown in Figure 5, the virtual facility layout unit 55 has one or more virtual warehouses WH1, WH2, W H3 is placed in the virtual field VF in the virtual space. The player controls the object. When object O approaches, for example, the virtual warehouse WH1, object O enters the virtual warehouse WH1. Take out the stored item I, and use the retrieved item I to create a predetermined virtual structure It is possible to manufacture them. Each item has a parameter, for example, weight, and object O has There is a weight limit on the number of items you can carry. If acquiring a new item exceeds the weight limit, that item will be stored in the virtual warehouse. It is possible to store it. Therefore, object O can possess the above item. Although not available, it can be managed as an item owned by the user. Furthermore, users can acquire new items. If you do not want to store the item you are trying to store in the virtual warehouse, then do not perform the operation to store it (i.e., It is also possible not to acquire the item. If the total weight of multiple items reaches the weight limit, new items will be taken from the virtual warehouse. It is not possible to retrieve the item.

[0048] Furthermore, object O may have a limit set on the number of items it can hold. Object O cannot possess more items than the limit, therefore, if you exceed the limit, It is possible to store items in a virtual warehouse. The number of items you can possess is set for each item. This may also be the case. The limit on the number of items an object O can possess is simply the limit on the number of items an object O can possess. It may also be a boundary value.

[0049] Note that the number of virtual warehouses is arbitrary; in the example shown in Figure 5, there are three, but this is not limited to three. It is not possible. In addition, virtual storage facilities include virtual above-ground warehouses or storage rooms located on the ground, as well as those located underground. This includes virtual warehouses or storage facilities.

[0050] The virtual device placement unit 56 places the protect cubes (PQ) in the virtual space. A PQ (Power Quotient) that exerts a predetermined effect within a predetermined range based on the placement position of the virtual device is placed in the virtual space. To arrange. For example, the virtual device arrangement unit 56 corresponds to each of a predetermined number of areas in the virtual space. It automatically places one or more specific virtual devices that have been selected into a predetermined location in the virtual space. "A" exists as one or more objects on a virtual field (for example, a map in a game). As Ject O moves through the virtual field, it moves from one area to a different area. It is reachable. Area divisions may be made by terrain, etc., on a virtual field. Furthermore, within the game system, this may be done at will in the virtual field. "Area" is, for example, This includes plains, forests, wastelands, deserts, or wetlands in virtual space.

[0051] Note that "area" is an object O that undergoes a loading process in the game. It may include different maps (virtual fields) that can be moved.

[0052] Furthermore, PQ is such that the "predetermined range" associated with PQ is included in one area. It is deployed in a virtual space. In other words, PQ is configured to exert its effect in a single area. It will be done.

[0053] Furthermore, the virtual device placement unit 56 assigns one or more virtual devices specified by user input. It may be placed in a predetermined location in the virtual space. Refer to Figures 6 to 8 for an example of a virtual device. Next, we will explain the characteristics of PQ.

[0054] As shown in Figure 6, the virtual field VF contains, for example, multiple protect cubes PQ1 PQ3 and PQ5 are placed. Multiple Protect Cubes PQ1, PQ3, PQ5 Each is displayed in a different form in the virtual fall degree VF. For example, ProtectK Each of the tubes PQ1, PQ3, and PQ5 has a different display size (dimension). Then, safe zones corresponding to Protect Cubes PQ1, PQ3, and PQ5 The (predetermined range) is set according to the display format. For example, the largest display size. In Protect Cube PQ1, the safe zone R1 is displayed as the largest. On the other hand, the smallest... The Protect Cube PQ5, when displayed at the smallest size, shows the Safe Zone R5 as the smallest. The medium-sized Protect Cube PQ3's safe zone R3 is smaller than safe zone R1. It is displayed in a smaller size, and is displayed larger than the Safe Zone R5.

[0055] Here, "predetermined effect" within "predetermined scope" refers to the effect on other player characters, etc. This includes things that produce an effect that gives one a relative advantage, and there are no particular restrictions on the types of such things. i. "Prescribed effect" refers, for example, to the actions performed by the user in safety zones R1, R3, and R5. This includes the fact that enemy characterEO, which is different from object O, will not appear. Also, object In the safe zone associated with T, player characters controlled by other players will intrude. It is also possible to grant an effect that prevents it from happening. Note that the number of PQs is arbitrary, and in the example shown in Figure 6... There are three, but this is not the only number.

[0056] "The prescribed effect" means that, within the "prescribed scope," a specific virtual structure among one or more virtual structures. This includes the ability to place the desired structure. As shown in Figure 7, the safety of the Protect Cube PQ In all zones R, among the multiple virtual buildings S1, S3, and S5, a specific virtual building S1 or S3 is This includes being able to be placed in a virtual field VF. Each virtual structure has a virtual structure A rank is assigned to indicate the unique characteristics and value of an object. The safe zone R includes virtual houses, etc. This includes common virtual buildings S5 of a predetermined rank or lower, and specific virtual buildings of a predetermined rank or higher. Both buildings S1 and S3 can be placed. For example, specific virtual buildings S1 and S3 can each be placed These are virtual factories and virtual power plants. In other words, in safe zone R, virtual factories outside of safe zone R are... It is possible to place certain virtual buildings, such as virtual factories or virtual power plants, that are not normally placed in World VF. It is and is operational. Certain virtual buildings also include industrial furnaces, large refrigerators, and tele Porter and others may be included.

[0057] As shown in Figure 8, the virtual warehouse WH is located in the safe zone R of the protect cube PQ. If present, and object O is staying in the safe zone R, the virtual structure shown in Figure 3 The forming unit 52, based on the input of the user operating the object O, retrieves from the virtual warehouse WH. Alternatively, obtain multiple items I, and use one or more of the obtained items I to obtain one or more temporary It forms a building S. In other words, if object O is in a safe zone R, it is a virtual warehouse WH. To create a virtual building S without having to go there (even if you are located far from the virtual warehouse WH). This is possible.

[0058] Typically, if object O wants to create a certain virtual structure, object O is an example For example, you can only use items that you are carrying in a backpack or bag. However, according to the virtual warehouse WH, object O cannot possess or does not possess A Items can also be stored. Therefore, an object O staying in the safe zone R is located You can freely retrieve any desired item at any time from the virtual warehouse WH located in the safe zone R. It is possible to create virtual structures.

[0059] In this embodiment, object O is virtual in virtual field VF other than safe zone R. Items cannot be stored or retrieved from the warehouse (WH). There are certain conditions for acquiring and using items. By imposing restrictions, players are not only limited to crafting but also to acquiring items. To maintain the motivation to engage in combat with enemy characters, etc., and to improve the gameplay. This is possible.

[0060] On the other hand, as the user progresses through the game, the status of object O (for example, attack power) When your defenses and other abilities improve and you possess many building material items, you can engage in combat with enemy characters. Rather than simply doing it, users want to further develop the crafting process (as a way to deepen their experience). It is possible that greed will increase. Therefore, by progressing through the game, the first Prote To widen the specified range in ProtectCube PQ, and to modify ProtectCube PQ itself It can be replaced with a larger one, or a protective unit placed in one area. It is possible to increase the number of cubes PQ. Game strategy is, for example, enemy characters In Rakuta, you must defeat the boss enemy characters in each area and obtain specific items. This includes obtaining items or completing specific events.

[0061] Returning to Figure 3, the moving unit 57 moves one or more virtual structures in the virtual space. The moving unit 57 moves one or more virtual structures specified based on user input. For example, the moving unit 57 is the first unit in which one or more virtual structures are arranged in the virtual space. When moving from the placement surface to the second placement surface which has a different inclination than the first placement surface, the inclination Based on this, one or more virtual structures are placed on the second placement plane. This will be explained in detail with reference to Figure 19. The movable part 57 moves the virtual structure described above. In a similar manner to the method used to cause this, for example, a small number of virtual facilities and virtual devices in a virtual space Alternatively, you may move one of them.

[0062] The display control unit 40 functionally consists of a type display unit 41, a type specification unit 42, and an item display unit It includes 43, an item selection unit 44, a variation presentation unit 45, and a region output unit 46. And so it is configured. Note that each of the above parts of the display control unit 40 is, for example, the memory shown in Figure 22. The CPU 31 executes programs stored in 33 or the recording unit 38. It can be achieved.

[0063] The type display unit 41 displays one or more eyes used by the player character in the virtual space. The system displays one or more types of items that can be selected on the screen.

[0064] The type designation unit 42 designates a specific type from among one or more types based on user input. do.

[0065] The item presentation unit 43 is associated with a specific type specified by the type designation unit 42. One or more items are displayed on the screen for selection. For example, the item display unit 43 is: One or more items associated with a specified type based on predetermined priority. This configuration makes it easier for players to specify, for example, high-priority items. It can be displayed on the screen in this way.

[0066] The presentation method is arbitrary. For example, the item presentation unit 43 may be displayed on a screen such as the one shown in Figure 11. In the presentation area for a specific type of TP above, higher priority items are placed to the left. You may also display lower-priority items further to the right. When listing items vertically on a surface, the item presentation unit 43 displays the item with the highest priority. You may display items at the top and lower-priority items at the bottom. The item presentation unit 43 prioritizes higher priority items over lower priority items. You may also indicate the key signature.

[0067] "Predetermined priority" refers to, for example, item identification information, object O, one or more. The ownership status of a number of items, and the usage status of one or more items by object O. It is determined based on at least one piece of information regarding the circumstances.

[0068] "Possession status of one or more items" means that object O possesses one or more items. This includes whether or not an object possesses something, for example, if object O purchases one or more items. This includes whether the item is completed or not. For example, the item display unit 43 displays, for example, the screen shown in Figure 11. In the presentation area of ​​a specific type of TP, purchased items (high priority items) You may display unpurchased items (lower priority items) further to the left.

[0069] "Usage status of one or more items" refers to the current status of items by object O, or This includes past usage. Current usage includes, for example, when object O is crafted. When you are doing this, the item you are currently using to craft, or the virtual object you plan to create This includes the usage status of items related to the creation. More specifically, the item display section 43 is currently Items that are highly related to the items currently being crafted, or virtual structures that are planned to be created. Items that are likely to be used in objects may be given priority and presented as high-priority items. .

[0070] Past usage refers to the most recent use of one or more items by object O. This includes being used more times or at a frequency exceeding a predetermined standard for the item. Used by O more times or at a frequency than the specified standard for the most recently used item. The item is an item that object O is highly usable, therefore object O It will be presented with higher priority to make it easier to select.

[0071] Furthermore, if object O is engaged in combat with an enemy character, the item presentation unit 43 These are items that are more likely to be used in combat than items related to walls and ceilings that are more likely to be used in crafting. You may prioritize presenting items related to weapons that are likely to be used. Furthermore, objects If there are restrictions on the items that can be used depending on the level of the item, the item display section 43 may prioritize presenting items that are available to object O at a certain level.

[0072] Furthermore, the "designated priority" can be changed by the player as needed. It may be possible to sort multiple items based on priority. For example, by using a sorting function Therefore, it would be good to prioritize displaying unpurchased (not owned) items on the screen. According to the report, players will be more likely to purchase items they haven't bought yet.

[0073] The item presentation unit is associated with a specific type designated by the type designation unit 42. Alternatively, after displaying multiple items on the screen for selection, the item selection section 44 described later... It then displays the number of users who own a specific item, in relation to that specified item. That's good too.

[0074] The item selection unit 44, based on user input, selects a specific item from one or more items. Specify the item.

[0075] The variation display unit 45 displays the specific item specified by the item designation unit 44. You can associate and specify one or more variations of a particular item. It will be displayed on the screen.

[0076] The area output unit 46 outputs a predetermined area on the screen that accepts user input. For example, the region output unit 46 outputs multiple variations of a specific item based on user input. Of the items in the set, the first variation that the user does not own If specified, the user will obtain at least the first variation of the item. An input reception area that accepts user input is displayed on the screen.

[0077] The recording unit 38 records, for example, player information PI, item information II, priority information PI, and Virtual structure information VSI, virtual facility information VFI, virtual device information VAI, and replacement condition information Record the RCI report, item information II, priority information PI, and virtual structure information VS. I, virtual facility information VFI, virtual device information VAI, and replacement condition information RCI are play It is recorded and associated with each user.

[0078] Player information PI includes, for example, identification information of one or more players, and information possessed by each player. The player character, and the game that each player executes using the player character. Identification information and other related information are recorded. In addition, player information PI is recorded for one or more players. Each player character is associated with Item Information II regarding the items they possess. It may be recorded.

[0079] Priority information PI is information regarding the priority of items when the item presentation unit 43 presents an item. Therefore, priority information PI is information regarding the "predetermined priority" mentioned above.

[0080] Virtual Structure Information (VSI) is information about virtual structures. For example, identification information of a virtual structure, and identification of one or more items that make up the virtual structure. Includes additional information. Virtual structure information (VSI) is the area where the virtual structure is located in the virtual space. a. Information regarding the placement location and the inclination in the virtual field where it is placed. nothing.

[0081] Virtual Facility Information (VFI) is information about virtual facility information. For example, For example, identification information for a virtual facility, and identification information for one or more items that make up the virtual facility. This includes the virtual facility information (VFI), which specifies the area in which the virtual facility is located within the virtual space, and the location of the virtual facility. This includes information regarding the position where it is placed, and the inclination of the virtual field in which it is placed.

[0082] Virtual Device Information (VAI) is information about virtual devices. In addition to location identification information, the display size in the virtual space and the mapping to the virtual device are also included for each virtual device. This includes information regarding the extent (display size) of the designated safety zone and the content of the "prescribed effect". The virtual device information (VAI) specifies the area and position in which the virtual device is located within the virtual space. The system may also include information regarding the inclination, etc., of the virtual field in which the data is placed and positioned.

[0083] The replacement condition information RCI is the condition that the item replacement unit 54 refers to when executing the replacement process. This is information relating to the above. The substitution condition information RCI is, for example, the predetermined conditions (1) to (4) above. Includes related information.

[0084] The recording unit 38 may further record information for generating the virtual space. 38 is, for example, one or more game virtual space data to define the virtual space VS shown in Figure 2. Includes data templates, etc.

[0085] Information processing server 1, as an example, performs information processing to manage the crafting game. Information processing unit 60 and record information related to information processing for managing the craft game. It is configured to include a recording unit 18 and

[0086] The information processing unit 60 is functionally composed of a game management unit 62. For example, unit 60 stores programs stored in memory 13 or recording unit 18 as shown in Figure 22. This can be achieved by having CPU11 execute the commands.

[0087] The game management unit 62 executes processes to run and manage the game. The management unit 62 processes the game software included in the game operation information GOI recorded in the recording unit 18. Based on the wear and the player's operation input from the input unit 36 ​​shown in Figure 22, Activate the system.

[0088] The game management unit 62, for example, manages multiple player characters participating in a crafting game. Each has its own associated parameters and configuration information linked to the crafting game (for example, Players or player characters can be obtained by completing different types of raft games and challenges. Reward) and player input information obtained via player terminal 3 (for example, when the player executes Based on the selection of desired game content, the information processing server 1 will automatically create a crafting game. The game management unit 62 executes the management process for the game. The game management unit 62 processes the results of the craft game processing (for example, log The information is recorded in the recording unit 18.

[0089] Note that parameters, setting information linked to the crafting game, and player input information are related to the game. Game operation information GOI may be recorded in advance in the recording unit 18. Also, the game management unit 6 2 is the image data further included in the game operation information GOI, and the game operation information GOI Game management processing is performed based on the included music and audio data.

[0090] As mentioned above, the game management unit 62 processes various information in the game, for example, game Game operation information GOI and log information are managed by information processing server 1. Therefore, game management The logic unit 62, when processing occurs in the game that involves changes in these various types of information, By communicating with player terminal 3, various information managed by player terminal 3 is updated. This refers to processes that involve changes in various types of information, such as player character parameters, and player This includes items owned by the ear character, as well as facilities created by the player character. This includes processes that involve changes to the game content.

[0091] Furthermore, the game management unit 62 will be used when the game is managed on the player terminal 3 (as described later). In the case of the second embodiment, information necessary for game management, etc., is provided to the player terminal 3. The game management unit 62 updates information based on the progress of the game being played on the player terminal 3. The information may be acquired and managed from player terminal 3 at any time.

[0092] <Example 1: Crafting Process> Referring to Figures 9 to 12, the first example of the crafting process according to the first embodiment of the present invention will be described. Figure 9 is a flowchart showing an example of the crafting process according to the first embodiment of the present invention. Figures 10 to 12 show examples of the screen of the output unit 37 of the player terminal 3. Figures 0 to 12 illustrate, in particular, examples of player (user) crafting operations (e.g., building mode). This is an example screen illustrating the concept.

[0093] As shown in Figure 9, the information acquisition unit 51 of the information processing system 100 uses the virtual space VS to acquire information. The image of multiple items used by object O, which is operated by the player (user). Obtain system information II (step S1).

[0094] As shown in Figure 10, the type display unit 41 of the information processing system 100 is located in the virtual space VS. This refers to one or more types CL relating to one or more items used by object O. The information processing system 100 displays the user input on screen D (step S3). Based on this, one or more types of CL refer to a specific type (e.g., "wall / ceiling decoration") Determine (step S5 in Figure 9).

[0095] "User input" includes user input via the input section 36 of the player terminal 3. For example "User input" responds to user operations such as mouse input on the input section 36 of the player terminal 3. Input via cursor C (for example, click operation, double-click operation, or type This includes operations that pause cursor C on another CL icon for a certain period of time. The presentation method for L is arbitrary, and one or more types of CL can be, for example, as shown in Figure 10. It is presented on the upper part of surface D, arranged horizontally. For example, when the user inputs the keyboard of input unit 36 Pressing the "Q" key (K1) in the code will scroll one or more types of CL to the left. Then, when you press the "E" key K3, one or more types of CL will scroll to the right. That's good too.

[0096] As shown in Figure 11, the item presentation unit 44 of the information processing system 100 displays the specified item You can specify one or more items that are associated with a specific category (for example, "wall / ceiling decoration"). It is displayed on screen D (step S7 in Figure 9). For example, the information processing system 100, One or more items of type TP in the specified specific category are displayed at the bottom of screen D. The items may be presented in a left-to-right order according to a set priority.

[0097] The item specification unit 44 of the information processing system 100 processes user input (for example, the operation of cursor C). Based on the input, one or more items of a specific type TP1 (e.g., "wood") Specify the item ("Wall") (step S9 in Figure 9). As shown in Figure 11, a specific type When an item of type TP1 is selected, the item information II for that specific type TP1 will appear on screen D. Output. According to this configuration, the user can specify the type TP1 item they have chosen. Information regarding M can be easily obtained.

[0098] Among the item information II, "×120" N1 is, for example, owned by object O. This indicates the number of items of type "Wooden Wall". For example, 120 items of type "Wooden Wall". All of the items are of the common variation type "wooden wall" (for example, red) It may be available for use as is, or in different variations (e.g., red and blue) It may also be usable as an item for "wooden wall". In other words, 120 types "wood The "Wall" item consists of 100 "Blue" type "Wooden Wall" items, and 20 It may be used as a "red" type "wooden wall" item. Backpack The icon and "×24" N3 are of type "wooden wall" possessed by object O. This indicates the number of items. The warehouse-like icon and "×24" N5 represent object O This indicates the number of items of type "Wooden Wall" stored in the virtual warehouse.

[0099] Furthermore, regarding the blank space in the area where type TP is displayed, object O possesses The space fills up as the number of types (owned) increases. In the example in Figure 11, the number of items that can be displayed on screen D is There are 10 types, but if the number exceeds 10, for example, the user will be on screen D For example, if you perform a scroll operation, other types that are not currently displayed on screen D will also appear. It can be displayed.

[0100] The variation presentation unit 45 of the information processing system 100 is, for example, the recording unit 38 shown in Figure 3. Refer to Item Information II recorded in and associate with the specified item Determine whether or not there is a variation item (step S11 in Figure 9). If there are no variations of the item associated with it (No), then Proceed to step S13. As shown in Figure 11, the information processing system 100 is based on user input. Place the specified type TP1 item into the wall section W of the virtual house H that is in the process of being crafted. Place (step S13).

[0101] On the other hand, there are variations of items associated with a specific item. If (Yes), proceed to step S15. As shown in Figure 12, variations are presented. The display unit 45, in association with a specified item, displays one or more information relating to that item. A number of VR items can be selected and displayed on screen D (step S in Figure 9). 15). Next, as shown in Figure 11, the information processing system 100 processes the user's cursor C. Based on the input, a specific variation of VR1 item (for example, type "Wall / Ceiling") Specifying the orange item of the "Wooden Wall" type in the "Decoration" category will result in a specific variation. Place the item in the wall section W of the virtual house H that is in the process of being crafted (step S17 in Figure 9). ).

[0102] The variation display unit 45 of the information processing system 100 displays multiple variations related to a specific item. Of the variations of the item, the first variation that the user owns The system presents the item and a second variation of the item that the user does not already own, in different forms. This may also be done. For example, as shown in Figure 12, the variation presentation unit 45 presents a second variation. For items in the sequence, the key icon KI may be superimposed. Therefore, the first variation of the item that the user owns will not have a key icon superimposed on it. This configuration allows users to easily understand the items they own. .

[0103] The presentation method for the second variation of the item is arbitrary. For example, a key icon. In addition to the method of superimposing KI, the variation presentation unit 45 presents the second variation item You can gray out the element, make it semi-transparent, or use it as a variation of the first item. You could also use a smaller display size.

[0104] For example, if there are multiple items of the second variation, Object O possesses the funds to purchase one of the items in the set. And, if other items cannot be purchased, the key icon superimposed on the item in question The key icon superimposed on other items may be displayed in a different form. For example. The key icon superimposed on the item in question is red, and the key icon superimposed on other items is red. The color may be displayed in blue.

[0105] According to the first example of this embodiment, the information processing system 100 has a specified specific Associating an item with one or more variations of a specific item. The options are displayed on the screen so that the user can specify variations for a particular item. It allows for efficient selection of items within a sequence.

[0106] <Example 2: Item Replacement Process> Refer to Figures 13 to 15 to see the item replacement process according to the second example of the first embodiment of the present invention. Let me explain. Figure 13 is a flowchart showing an example of an item replacement process according to the first embodiment of the present invention. This is a chart. As shown in Figure 13, the information acquisition unit 51 shown in Figure 3 is located in the virtual space VS. The item information about multiple items used by object O, which is operated by the user. Acquire (step S21). The virtual structure forming unit 52 is formed based on multiple items. This forms multiple virtual structures (step S23). The item selection unit 53 receives user input Based on this, select a common variation VR item that is associated with multiple items. Select (Step S25).

[0107] As shown in Figure 14, the user operates the player terminal 3 and selects "Together" on screen D. When the "painting" icon IC is selected, the information processing system 100 processes a small number of items. However, some parts can be replaced with items of common variations, for example, "Batch Painting Mode" The following can be executed: The user manipulates cursor C to select common types in virtual house H. Specify multiple wall items W1, W3, which are TP1 (for example, "wooden wall"). Then, A common variation VR linked to multiple wall items W1, W3 by the -za. 1 (For example, a wall item of type "wooden wall" in "orange") is selected, and then click "Change". Button B is pressed. In this case, the item replacement unit 54 replaces multiple items that form the virtual house H. Items W1 and W3 share a common variation with at least some of the other items W1 and W3. Replace with the VR1 item (step S27).

[0108] Just to clarify, in the virtual house H, there are four wall sections, that is, wall item W1 In addition to W3, although not shown in Figure 14, there are corresponding wall items W1 and W3, respectively. There is one wall item (for example, of a common type). Therefore, the above "Summary" In "Paint Mode," all four of these wall items can be painted (replaced) together. With this configuration, regardless of the user's virtual viewpoint (even if it is not visible to the user in the virtual space), ), multiple items that meet the specified conditions can be easily replaced. The parts of the wall that are not visible are of a different type of wall (for example, an iron wall) than wall items W1 and W3. In some cases, the substitution is not performed because the specified conditions are not met.

[0109] In the example in Figure 14, among the wall items W1 and W3, there are holes in the window and door areas. Yes, the interior of virtual house H is partially visible. Here, wall item W1 is the target of replacement. W3 has a selection effect added (displayed) compared to other parts, and also wall eye Of the systems W1 and W3, the window and door sections (the visible interior of the virtual house H) are also selected for convenience. Effects have been added. However, naturally, with "Batch Painting Mode" Even if all four wall sections, including wall items W1 and W3, are replaced, the visible temporary Within the contents of the H model, no substitution processes such as color changes are performed.

[0110] Figure 15 shows another example of the "Batch Painting Mode" in the virtual space VS. Figure 15 shows, first, one or more variations of a specific item of type TP1. VR items are presented on screen D for selection. The user can then select a specific item. The item of the reaction VR1 (for example, the item of the type "wooden wall" of the type "wall / ceiling decoration") (the item of the range color) is specified, and when the radio button RB corresponding to, for example, "make all connected walls the same pattern" is selected, in the virtual home H, the plurality of wall items W1, W3, W5, W7 that are connected may be replaced with the wall items of the common variation VR1.

[0111] According to the second example in the present embodiment, in the information processing system 100, a plurality of items forming one or more virtual structures can be collectively replaced with the items of a common variation at once. Therefore, the convenience regarding the user's operation on the virtual structure in the virtual space is improved. More specifically, the convenience regarding the user's change (for example, painting work) of the virtual structure is improved.

[0112] <Example 3: Region output processing> Referring to FIG. 16, the region output processing according to the third example of the first embodiment of the present invention will be described. As shown in FIG. <000090^{4}>16, the region output unit 46 shown in FIG. 3 outputs, for example, an input reception region R1 for receiving a user input for purchasing (acquiring ) at least the item of the first variation VR3 (for example, a light blue wooden wall) on the screen D when the item of the first variation VR3 that the user does not possess among the items of a plurality of variations VR regarding the item of a specific type TP1 is specified. Here, "the item of the first variation VR3 that the user does not possess is specified" means that, for example, the user operates the cursor C on the screen D and selects the first variation VR <000091^{0}> ​​​​​This includes clicking the icon of item 3. The user manipulates cursor C, For example, when pressing the input reception area R1, the user (object O) will input the first variant You can purchase items from VR3.

[0113] The region output unit 46 outputs items of the first variation VR3 that the user does not possess. If specified, multiple input reception areas R1, R3, R5 are used as the first variation on screen D. The output is placed at a position corresponding to the presentation position of the item in VR3. For example, the area output unit 46 is Multiple input reception areas R1, R3, R5 are used as the eye of the first variation VR3 on screen D. Output is associated with the presentation position of the system. The region output unit 46 outputs multiple input reception regions R1, R 3, R5 is positioned according to the presentation position of the item in the first variation VR3 on screen D. Output to and multiple input reception areas R1, R3, R5 have a predetermined shape (for example, the first bar It is also acceptable to output it on screen D in a shape that surrounds the item in Relation VR3. i. The specified shape is arbitrary and includes shapes other than those described above.

[0114] Here, if screen D is a touch panel screen, then "the first one that the user does not possess" "An item of variation VR3 is specified" means, for example, that the user touches the first variation with their finger. If you touch the item icon in Aetherion VR3 for a certain period of time (the icon This includes pressing and holding the button. Then, multiple input reception areas R1, R3, R5 appear on screen D. When displayed, if the user taps (selects) any area with their finger, the tapped area will appear. The processing corresponding to the selected area is executed.

[0115] Multiple input reception areas are available for the first variation VR3 item that the user does not possess. A (for example, a light blue wooden wall) and a variation of the item in question, but different Includes an input reception area R5 for purchasing (acquiring) an item of a certain type as a set. For example, the input reception area R5 is, for example, a light blue wooden wall item, a light blue ceiling item We will now accept input to purchase the items "Mu" and the light blue door as a set.

[0116] For example, when purchasing a set of light blue items, the items included in the set are If the user already owns a certain type of light blue item, then on screen D... And, regarding that particular type of light blue item, "I already own a light blue XXX item." A dialog box such as "Yes, we have it. Do you want to purchase the set?" may appear. The user will be informed that the set of items they plan to purchase may include items they already own. It is possible to draw attention to this matter and provide warnings.

[0117] According to the third example of this embodiment, the information processing system 100 is owned by the user Items with variations that do not exist are output to a designated area on screen D, and the user (what is screen D?) (Without transitioning to the purchase screen for another item) By simply specifying the area, the user can It is possible to purchase variations of items that the user does not already own. This improves user convenience when purchasing variations of items that are not currently available. In this embodiment, the craft game includes different types and variations. A mode for purchasing items has been implemented. In other words, information processing system The stem 100 has a function of executing an item purchase process so that an item desired by the user can be purchased according to the user operation. Here, in the situation where the user performs a crafting operation, if a screen of a different item purchase mode from the screen D is deliberately displayed, the crafting operation will be interrupted. Therefore, it is possible to purchase variant items with a simple operation of just moving the cursor or just moving a finger on the same screen, which improves the convenience of the user when purchasing items. Furthermore, not only can variants be purchased, but various operations such as set purchases are also possible when purchasing variants, further improving the convenience of the user when purchasing items. In the situation where the user performs a crafting operation, if a screen of a different item purchase mode from the screen D is deliberately displayed, the crafting operation will be interrupted. In the situation where the user performs a crafting operation, if a screen of a different item purchase mode from the screen D is deliberately displayed, the crafting operation will be interrupted. Therefore, it is possible to purchase variant items with a simple operation of just moving the cursor or just moving a finger on the same screen, which improves the convenience of the user when purchasing items. Therefore, it is possible to purchase variant items with a simple operation of just moving the cursor or just moving a finger on the same screen, which improves the convenience of the user when purchasing items. Furthermore, not only can variants be purchased, but various operations such as set purchases are also possible when purchasing variants, further improving the convenience of the user when purchasing items. Furthermore, not only can variants be purchased, but various operations such as set purchases are also possible when purchasing variants, further improving the convenience of the user when purchasing items. Furthermore, not only can variants be purchased, but various operations such as set purchases are also possible when purchasing variants, further improving the convenience of the user when purchasing items.

[0118] As shown in the example of FIG. 16, the user can purchase an item using the legal tender (e.g., Japanese yen) that the user has. However, the method of purchasing an item is arbitrary. For example, the user may purchase in-game currency (e.g., coins or stones) that can be used in the game in advance with legal tender and consume the in-game currency to purchase an item. Note that the information processing system 100 may be configured to enable item purchase using virtual currency other than legal tender. As shown in the example of FIG. 16, the user can purchase an item using the legal tender (e.g., Japanese yen) that the user has. However, the method of purchasing an item is arbitrary. As shown in the example of FIG. 16, the user can purchase an item using the legal tender (e.g., Japanese yen) that the user has. However, the method of purchasing an item is arbitrary. For example, the user may purchase in-game currency (e.g., coins or stones) that can be used in the game in advance with legal tender and consume the in-game currency to purchase an item. For example, the user may purchase in-game currency (e.g., coins or stones) that can be used in the game in advance with legal tender and consume the in-game currency to purchase an item. Note that the information processing system 100 may be configured to enable item purchase using virtual currency other than legal tender.

[0119] <Example 4: Movement Processing of Virtual Structures> Referring to FIGS. 17 to 19, the movement processing of the virtual structure according to the fourth example of the first embodiment of the present invention will be described. FIG. 17 is a flowchart showing an example of the movement processing of the virtual structure according to the first embodiment of the present invention. Referring to FIGS. 17 to 19, the movement processing of the virtual structure according to the fourth example of the first embodiment of the present invention will be described. FIG. 17 is a flowchart showing an example of the movement processing of the virtual structure according to the first embodiment of the present invention. Referring to FIGS. 17 to 19, the movement processing of the virtual structure according to the fourth example of the first embodiment of the present invention will be described. FIG. 17 is a flowchart showing an example of the movement processing of the virtual structure according to the first embodiment of the present invention.

[0120] As shown in FIG. 17, the information processing system 100 moves the virtual structure in the virtual space VS Designate as the target for movement (step S31). As shown in Figure 18, the information processing shown in Figure 3. The movement unit 57 of system 100 moves multiple vertices based on the user's cursor C operation input. A predetermined range is defined by multiple dashed lines DL connecting each of the V's. The virtual house H is designated as the virtual structure to be moved. Number of virtual structures to be moved This is optional; it can be single or multiple.

[0121] Next, as shown in Figures 18 and 19, the moving unit 57 moves the virtual house H to the location where the virtual house H is located. The first placement surface PS1, which is the source of the movement, is detected (step S33). The moving unit 57 moves the virtual house H Then, the process of moving to the destination, the second placement surface PS2, is started (step S35). Unit 57 detects the second placement surface PS2. The moving unit 57 moves the first placement surface PS1 and the second placement surface The PS2 determines whether or not there is a change in tilt (step S37).

[0122] If there is no change in the inclination between the first placement surface PS1 and the second placement surface PS2 (in the case of No), then Proceed to step S41. The moving unit 57 places the virtual house H on the second placement plane PS2 (step S 41). On the other hand, if there is a change in the inclination between the first placement surface PS1 and the second placement surface PS2 (Yes In this case, proceed to step S39. The moving part 57 moves between the first placement surface PS1 and the second placement surface PS Based on the change in the slope of 2 (for example, the angle α shown in Figure 19), the base part BS1 of the virtual house After adding the base part BS3, the virtual house H is placed on the second placement plane PS2 (step S 39).

[0123] According to the fourth example of this embodiment, the information processing system 100 is located in a virtual space VS. From a first arrangement plane on which one or more virtual structures are arranged, a different inclination from the first arrangement plane is applied. When moving to the second placement surface having, one or more virtual structures based on the inclination It is placed on the second placement plane. Therefore, the information processing system 100 is positioned at a different angle from a certain placement plane. When moving a virtual structure to another placement surface that has the same characteristics, it will also be appropriate according to the inclination of the destination placement surface. Virtual structures can be placed there.

[0124] Regarding step S39, if the user adds a base to the base part BS1 If the component item corresponding to part BS3 is not available, the movable part 57 will be a virtual structure The structure may be configured not to allow placement on the second placement surface PS2. In this case, movement Section 57 allows the user to place the virtual structure on the second placement plane PS2 on the screen. You may inform them that this is not permitted.

[0125] Furthermore, the movable part 57 has a base whose shape can be changed to match the shape (terrain) of the second placement surface PS2. You may use component items. A base component item with a variable shape can be, for example, a raised base. This includes items related to pillars, and these items are automatically generated according to the shape of the second placement surface PS2. It may be controlled to extend vertically.

[0126] <Second Embodiment> The second embodiment is characterized in that the craft game is managed on the player terminal 3. This differs from the first embodiment in which the football game is managed on the information processing server 1. Second Embodiment We will now explain in detail the differences from the first embodiment.

[0127] Figure 20 shows the functional configuration of the information processing server and player terminal according to the second embodiment of the present invention. This is a schematic diagram (block diagram) showing an example. The craft control unit 50 of the player terminal 3 is The system also includes a game management unit 62. The recording unit 38 further records game operation information GOI. do.

[0128] The craft control unit 50 in the player terminal 3 shown in Figure 3 is equipped with a game management unit 62. However, as mentioned above, the player terminal 3 shown in Figure 20 is functionally the craft control unit 5 It is further configured to include a game management unit 62. This is the information processing server 1. With this configuration, data related to the craft game is sent to the player terminal 3 at a high frequency. Because this is necessary, the amount of communication between the information processing server 1 and the player terminal 3 becomes enormous. Therefore, in order to reduce this amount of data transfer, player terminal 3 was configured to include the above configuration. That is the case.

[0129] By centralizing each function on player terminal 3, the player can perform each function on player terminal 3. The possibility of fraudulent activities such as tampering with game media and various parameters increases. However, since the latest updated information is managed on information processing server 1, By comparing the information managed on the information processing server 1 in real time, it is possible to check for any fraudulent activity. This makes it possible to prevent fraudulent activities from happening in the first place.

[0130] <Third Embodiment> The third embodiment includes the display control unit and craft control unit of the player terminal of the first embodiment. This differs from the first embodiment in that each of these configurations is provided by the information processing unit of the information processing server. Regarding the form, we will specifically explain the differences from the first embodiment.

[0131] Figure 21 shows the functional configuration of the information processing server and player terminal according to the third embodiment of the present invention. This is a schematic configuration diagram (block diagram) showing an example. The information processing server 1 is functionally the second actual The display control unit 40 and craft control unit 50 of the player terminal 3 in the configuration (Figure 20) are provided. It is equipped with each of the following components.

[0132] According to the third embodiment, by centralizing each function on the information processing server 1, the player can In Layer Terminal 3, fraudulent activities such as tampering with game-related information such as various parameters are detected. This can prevent that from happening.

[0133] Figure 22 shows the hardware configuration of the information processing server 1 according to one embodiment of the present invention, and the pre This is a block diagram showing the hardware configuration of ear terminal 3. Note that in the diagram, information processing The code corresponding to the hardware of Server 1 is written without parentheses, and Player Terminal 3 The corresponding hardware symbols are enclosed in parentheses.

[0134] Player terminal 3 is, as an example, a CPU ( C entral P rocessing U n it)11 and ROM( R ead O nly M (emory) and RAM ( R andom A Ccess M Memory 33 consisting of (e.g., emory), bus 34, and input / output interface It comprises a face 35, an input unit 36, an output unit 37, a recording unit 38, and a communication unit 39. Yes, they are.

[0135] The CPU 31 retrieves a program stored in memory 33, or a program from the recording unit 38 into memory. The program loaded into 33 executes various processes according to the instructions.

[0136] Memory 33 also contains data and other information necessary for the CPU 31 to perform various processes as appropriate. It is stored. The CPU 31 and memory 33 are interconnected via the bus 34. An input / output interface 35 is also connected to bus 34. The input unit 36, output unit 37, recording unit 38, and communication unit 39 are connected to unit S35. Yes, they are.

[0137] The input unit 36 ​​consists of various buttons, a touch panel, or a microphone, and is used for information processing. Various information is input according to the instructions and operations of the administrator of unit 1. The input unit 36 ​​is for information processing. Server 1 is separate from the main body that houses the other components, and is equipped with input devices such as a keyboard and mouse. It would be fine to make it happen.

[0138] The output unit 37 consists of a display, speakers, etc., and outputs image data and music data. The output unit 37 outputs the image data and music data to the display and speaker. From these sources, the data is output in a way that the player can recognize it as an image or music.

[0139] The recording unit 38 is a DRAM ( D ynamic R andom A Ccess M emor It consists of semiconductor memory such as y) and stores various types of data.

[0140] The communication unit 39 enables communication with other devices. For example, the communication unit 39 enables communication with other devices. Work N communicates with the information processing server 1.

[0141] Although not shown in the diagram, the player terminal 3 may be equipped with a drive as needed. Drives can include, for example, magnetic disks, optical disks, magneto-optical disks, or semiconductor drives. Removable media consisting of spears, etc., are attached as appropriate. This is where programs for running the game and various data such as image data are stored. Various programs, image data, etc., read from removable media by Eve The data is installed in the recording unit 38 as needed.

[0142] Next, we will explain the hardware configuration of Information Processing Server 1. Information Processing Server 1 For example, a CPU 11, memory 13, bus 14, and input / output interface 15 It also includes an input unit 16, an output unit 17, a recording unit 18, and a communication unit 19. Each part has the same function as the parts of the same name, differing only in their coding, that are present in the aforementioned player terminal 3. Therefore, redundant explanations will be omitted.

[0143] Furthermore, the above embodiments and examples are provided to facilitate understanding of the present invention. This invention is not intended to be interpreted as limiting. The present invention may be modified without departing from its spirit. The present invention may be further / improved, and equivalents thereof are also included. Furthermore, the present invention is applicable to each embodiment. Various disclosures can be formed by appropriate combinations of multiple components disclosed in the form. For example, some components may be removed from all the components shown in each embodiment. Furthermore, components of one embodiment may be appropriately combined with those of a different embodiment.

[0144] Some or all of the above embodiments may also be described as follows, but are not limited to the following. I can't. (Note 1) A computer that provides a virtual space, Regarding one or more items used by an object in the aforementioned virtual space A type display unit that displays the type of number on the screen, A type designation unit that designates a specific type from among the aforementioned types based on user input, One or more items associated with the specified type can be selected on the screen. The item display section to be presented, Based on user input, a specific item is selected from the one or more items mentioned above. Item designation section, In relation to the specified particular item, one or more relating to the specified particular item. A variation display section that presents variations of the item on the screen, A program that makes it function as such. (Note 2) The item presentation unit, based on a predetermined priority, responds to the specified specific type. Present the one or more items that have been selected. The program described in Appendix 1. (Note 3) The predetermined priority is determined by the identification information of the item, the object, and the one or The ownership status of multiple items, and the one or more items by the object Determined based on at least one piece of information regarding usage, The program described in Appendix 1 or 2. (Note 4) The usage status of the one or more items is determined by the object The item used most recently by the company has been used more than the specified number of times or frequency. Including the above, The program described in Appendix 3. (Note 5) The variation display unit displays multiple variations of the specific item. Of the items, the first variation of the item owned by the user and the user owns It presents a second variation of the item, which has not been done, in a different form. The program described in any one of the appendices 1 to 4. (Note 6) The aforementioned computer, Based on user input, multiple variations of the item relating to the specific item If the first variation of the item that the user does not own is specified, The user enters the user's information to obtain at least the first variation of the item. It further functions as an area output unit that outputs the input reception area for receiving force on the screen. , The program described in any one of the appendices 1 to 5. (Note 7) The area output unit outputs the input reception area to the first variation on the screen. Output to a position corresponding to the item's presentation location. The program described in Appendix 6. (Note 8) The region output unit, when the input reception region includes a plurality of input reception regions, The input reception area is configured according to the presentation position of the item of the first variation on the screen. Output to the specified position, and on the screen such that the multiple input reception areas take on a predetermined shape. Output The program described in Appendix 6 or 7. (Note 9) If the input reception area includes a plurality of input reception areas, the plurality of input reception areas are: The item is a variation of the item in Explained 1, and is the same variation as the item in question. Furthermore, it includes an input reception area for obtaining items of different types, The program described in any one of the appendices 6 to 8. (Note 10) The item display unit displays one or more items associated with the specified specific type. After presenting the items on the screen so that they can be selected, the specified items are associated with the selected items. The number of users who own the aforementioned specific item is displayed. The program described in any one of the appendices 1 to 9. (Note 11) A method for providing a virtual space, which is performed by a computer that provides a virtual space, Regarding one or more items used by an object in the aforementioned virtual space The steps include: displaying the type of number on the screen so that it can be specified, A step of specifying a particular type from the aforementioned types based on user input, One or more items associated with the specified type can be selected on the screen. The steps to be presented, Based on user input, a specific item is selected from the one or more items mentioned above. Step and, In relation to the specified particular item, one or more relating to the specified particular item. The steps include, A method for providing virtual space. (Note 12) A virtual space provisioning system that provides a virtual space, Regarding one or more items used by an object in the aforementioned virtual space A type display unit that displays the type of number on the screen, A type designation unit that designates a specific type from among the aforementioned types based on user input, One or more items associated with the specified type can be selected on the screen. The item display section to be presented, Based on user input, a specific item is selected from the one or more items mentioned above. Item designation section, In relation to the specified particular item, one or more relating to the specified particular item. A variation display section that presents variations of the item on the screen, and Prepare A virtual space provision system. [Explanation of symbols]

[0145] 1...Information processing server, 3...Player terminal, 11(31)...CPU, 13(33)...Memory 14(34)...Bus, 15(35)...Input / Output Interface, 16(36)...Input Section 17(37)...Output section, 18(38)...Recording section, 19(39)...Communication section, 40...Display system Section 41...Type display section, 42...Type designation section, 43...Item display section, 44...Item designation section Fixed section, 45...Variation display section, 46...Area output section, 50...Game control section, 51...Information Information acquisition unit, 52...Virtual structure formation unit, 53...Item selection unit, 54...Item replacement unit, 5 5...Virtual facility layout unit, 56...Virtual device layout unit, 57...Mobile unit, 60...Information processing unit, 62... Game Management Department

Claims

1. The computer that provides the virtual space, a virtual device placement unit that places the virtual device in the virtual space, the virtual device exerting a predetermined effect including an effect that enables placement of one or more specific virtual structures that are not placed outside a predetermined range in the virtual space, the effect being based on a placement position of the virtual device; a virtual structure placement unit that places the one or more specific virtual structures in the predetermined area based on a user input; A program that functions as a

2. The computer, and further functioning as an acquisition unit that acquires item information regarding one or more items used by an object operated by the user in the virtual space; The program according to claim 1 , wherein the virtual structure placement unit forms the one or more specific virtual structures in the predetermined area based on the one or more items corresponding to the item information.

3. The virtual structure placement unit includes: The program according to claim 2, wherein, when a virtual storage facility capable of storing the one or more items is located within the specified range, and when the object is staying within the specified range, at least a portion of the one or more items is obtained from the virtual storage facility based on input from the user, regardless of the position of the object and the position of the virtual storage facility, and the one or more specific virtual structures are formed with the obtained at least a portion of the items.

4. A rank is associated with each of the one or more specific virtual structures, The program according to claim 1 , wherein the virtual device placement unit determines whether or not the one or more specific virtual structures can be placed in the predetermined area based on the rank.

5. The program according to claim 1 , wherein the predetermined effect includes preventing an object other than an object operated by the user from entering the predetermined range.

6. 2. The program according to claim 1, wherein the virtual device arrangement unit changes the display form of the specified range, changes the display form of the virtual devices, or changes the number of the virtual devices based on a progress status of a game associated with the virtual space.

7. The virtual device includes a plurality of the virtual devices, 2 . The program according to claim 1 , wherein each of the plurality of virtual devices is displayed in a different form in the virtual space, and the predetermined range associated with each of the plurality of virtual devices is set according to the form in which the virtual device is displayed.

8. A virtual space providing method executed by a computer that provides a virtual space, comprising: placing, in the virtual space, a virtual device that exerts a predetermined effect, including an effect that enables placement of one or more specific virtual structures that cannot be placed outside a predetermined range in the virtual space based on a placement position of the virtual device; placing the one or more specific virtual structures in the predetermined area based on a user input; A method for providing a virtual space comprising:

9. A computer that provides a virtual space, placing, in a virtual space, a virtual device that exerts a predetermined effect, including an effect that enables placement of one or more specific virtual structures that cannot be placed outside a predetermined range in the virtual space based on a placement position of the virtual device; placing the one or more specific virtual structures in the predetermined area based on a user input; A computer that runs