Program and information processor
Patent Information
- Application Number
- JP2023005329
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-01-17
- Publication Date
- 2025-03-12
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
In games with high real-time characteristics, transitioning to a loading screen disrupts gameplay, causing operational inefficiencies and reducing player immersion due to the need for operations on separate save and load screens, often leading to immediate threats from enemy objects.
A program and information processing device that allows save and load operations to be performed directly on the game play screen using the same operator, with save data being registered and loaded in chronological order, seamlessly switching the play screen and restarting the game without interrupting gameplay.
This configuration reduces operational effort and maintains player immersion by allowing seamless save and load operations on the same operator, ensuring smooth gameplay transitions and reducing the need for additional screens, thus minimizing disruptions and threats.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
Background Art
[0002] Conventionally, a game system that can save the progress of a game has been known.
[0003] Regarding this, Patent Document 1 discloses a technique in which a player can play a game based on the save data by selecting and loading desired save data from a plurality of save data.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In such a game, it is necessary to start a screen different from the game play screen (for example, a save screen or a load screen) to perform operations related to saving and loading, and there is a problem that the operation is troublesome.
[0006] Also, in such a game, the selection of save data to be loaded is accepted on a load screen different from the game play screen. Therefore, for example, in a game with high real-time performance (for example, a shooting game, an action game, a music game, a racing game, etc.), when transitioning from the load screen to the play screen, the player may immediately be attacked by an enemy object (enemy character) or may not be able to perform a play operation with a margin, which has been a factor in reducing the player's immersion in the game.
[0007] This invention has been made in view of these problems, and its purpose is to provide a program and information processing device that can reduce the effort required for player operation and prevent a decrease in immersion in the game. [Means for solving the problem]
[0008] To solve the above problems, a program according to the first aspect of the present invention causes a computer to function as: a save receiving means for receiving a save operation from a player on the game play screen; a registration means for registering the game's progress at the time the save operation was performed as save data; a load receiving means for receiving a load operation of the save data from the player on the play screen; and a control means for loading the registered save data in chronological order, switching the play screen, and resuming the game each time the load operation is performed.
[0009] Furthermore, in a second aspect of the present invention, the save operation and the load operation are operations performed on the same operator.
[0010] Furthermore, in a third aspect of the present invention, the save operation is an operation on the control element and the release of said operation, and the load operation is the continuation of the operation on the control element.
[0011] Furthermore, in a fourth aspect of the present invention, the load receiving means determines whether the operation on the operator is continuing after receiving the load operation, and the control means loads the registered save data in chronological order and switches the play screen each time the determination is affirmed.
[0012] Furthermore, in a fifth aspect of the present invention, the control means loads the registered save data in reverse chronological order each time the load operation is performed.
[0013] Furthermore, in a sixth aspect of the present invention, the game is one of a shooting game, an action game, a music game, or a racing game.
[0014] Furthermore, the program according to the seventh aspect of the present invention causes the computer to function as: a registration means that automatically registers the progress of a game as save data when predetermined conditions are met during gameplay; a load receiving means that receives a load operation request from the player on the game's play screen; and a control means that loads the registered save data in chronological order, switches the play screen, and resumes the game each time a load operation is performed. [Effects of the Invention]
[0015] According to the present invention, it is possible to reduce the effort required for player operation and not diminish the sense of immersion in the game. [Brief explanation of the drawing]
[0016] [Figure 1] This diagram schematically shows an example of the hardware configuration of a game console. [Figure 2] This figure shows an example of a gameplay screen displayed on a game device. [Figure 3] This is a block diagram that schematically shows an example of the functional configuration of a game device. [Figure 4] This flowchart shows an example of the processing flow performed by each functional means shown in Figure 3 in the game device according to this embodiment. [Figure 5] Figures (A) and (B) are diagrams showing examples of the gameplay screen. In particular, Figure 5(A) shows the gameplay screen before the loading operation is performed (before switching), and Figure 5(B) shows the gameplay screen after the loading operation is performed (after switching). [Modes for carrying out the invention]
[0017] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. For ease of understanding the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.
[0018] <Hardware Configuration> FIG. 1 is a diagram schematically showing an example of the hardware configuration of the game device 1.
[0019] As shown in FIG. 1, the game device 1 is a device that provides games to players. The game device 1 includes a control device 10, a communication device 16, and a storage device 18. The control device 10 is mainly composed of a CPU (Central Processing Unit) 12 and a memory 14. For example, in the game device 1, any one of a shooting game, an action game (e.g., a fighting game), a music game, a racing game, etc. can be executed.
[0020] The game device 1 is, for example, an information processing device (computer) that reads a game program 20 stored in the storage device 18 into the memory 14 and executes the game. Examples of the game device 1 include various devices such as a video game machine, a portable game machine, an arcade game machine, a smartphone, a tablet, and a personal computer. In the present embodiment, the game device 1 executes the game program 20 and outputs the execution result (image data, audio data, etc.) of the game to the display 24 based on the operation information (operation signal) operated on the controller 22. This controller 22 includes, for example, a plurality of operators and vibrators (e.g., a vibration function). Examples of this operator include a joystick, buttons (switches, keys), a touch pad (touch panel), etc. In the present embodiment, the controller 22 includes one joystick and six buttons (button A to button F). Examples of this operation information include signals of on / off operations for the eight directions (up, upper right, right, lower right, down, lower left, left, upper left) of the joystick and signals of on / off operations for each button. Note that the game program 20 may be stored in various storage media inserted into the game device 1. Also, the game device 1 may include a plurality of (e.g., two) controllers 22. Further, the game device 1 and the controller 22 may be wirelessly connected. Additionally, the game device 1 may be integrated with the controller 22 and the display 24.
[0021] In the control device 10, the CPU 12 functions as various functional means by executing a predetermined program stored in the memory 14 or the storage device 18 or the like. Details of this functional means will be described later.
[0022] The communication device 16 is composed of a communication interface or the like for communicating with an external device. For example, the communication device 16 downloads a game program from an external device (e.g., a game server) and stores it in the storage device 18. Also, when a multiplayer game or the like is executed by a plurality of game devices 1, the communication device 16 communicates operation information and the like with other game devices.
[0023] The storage device 18 is composed of a hard disk or the like. The storage device 18 stores various programs, various information, and information on processing results necessary for the execution of processing in the control device 10, including the game program 20.
[0024] Note that the game device 1 can be realized using an information processing device such as a dedicated or general-purpose server computer. Also, the game device 1 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Further, FIG. 1 only shows a part of the main hardware configuration of the game device 1, and the game device 1 can include other configurations generally provided in a server.
[0025] <Overview of the Game> The game according to this embodiment is a shooting game in which the player controls a player object (player character) to attack (destroy) enemy objects (e.g., characters, tanks, turrets, etc.) by hitting them with bullets while dodging projectiles (e.g., barrages) fired from those enemy objects.
[0026] Figure 2 shows an example of the play screen 50 displayed on the game device 1.
[0027] As shown in Figure 2, the play screen 50 displays, for example, the game space 52 and the HP display bar 54.
[0028] The game space 52 represents the player object PO, the enemy object EO, the projectile object PB fired by the player object PO, and the projectile object EB fired by the enemy object EO. The HP display bar 54 is a bar that displays the hit points (HP) of the player object PO.
[0029] In the game space 52 displayed on the play screen 50 as described above, the player object PO moves around the game space 52 based on the player's movement controls (for example, moving the joystick in one direction). Through these movements, the player object PO can avoid projectile objects EB fired by enemy objects EO. The player object PO can also fire projectile objects PB based on the player's firing controls (for example, pressing the A or B button) to attack enemy objects EO and reduce their hit points. The game continues until, for example, the player object PO's hit points become 0 or less (incapacitated), or until the hit points of the final stage boss object (enemy object EO) become 0 or less (incapacitated).
[0030] <Functional Configuration> (Specific example 1) Figure 3 is a block diagram that schematically shows an example of the functional configuration of the game device 1.
[0031] As shown in Figure 3, the game device 1 includes a memory means 40, a save acceptance means 42, a registration means 44, a load acceptance means 46, and a control means 48. The memory means 40 is implemented by a memory 14 or one or more storage devices 18. The other functional configurations are implemented by the control device 10 executing the game program 20 stored in the storage devices 18, etc.
[0032] The memory means 40 has the function of storing player object information 40A, enemy object information 40B, save information 40C, etc.
[0033] Player object information 40A includes image data of the player object PO, initial hit points, etc.
[0034] Enemy object information 40B includes, for each enemy object EO, image data of the enemy object EO, initial hit points, appearance location, action information, etc., associated with the enemy object ID of the enemy object EO. The appearance location includes the coordinates of the position where the enemy object EO appears in the game space 52. The action information describes the appearance conditions and actions. Appearance conditions include, for example, when a player object PO approaches within a predetermined range of the appearance location of the enemy object EO, or when the appearance location is displayed on the play screen 50. Actions include scripts for the enemy object EO to move toward the position coordinates of the player object PO, or to fire projectile objects EB. For example, actions include the movement pattern of the enemy object EO, the firing pattern of the projectile object EB, the size of the projectile object EB (e.g., damage detection area), the direction and movement speed of the projectile object EB (e.g., movement vector), and the amount of damage of the projectile object EB (e.g., amount of hit point reduction).
[0035] The save information 40C includes the game's progress (save data). This progress (save data) is loaded by the control means 48, which allows the game to resume (recover) on the play screen. In this embodiment, the progress includes, for example, the save date and time, play time, number of stages, the area of the game space 52 displayed on the play screen, object information, etc. For example, the object information includes the position coordinates, orientation and movement speed, and remaining hit points of the player object PO and enemy object EO in the game space. The object information also includes, for example, the position coordinates, size, orientation and movement speed, and damage amount of bullet objects PB and EB.
[0036] Furthermore, in this embodiment, the save information 40C has seven save slots (save slot A to save slot G). For example, in this embodiment, save data is stored in chronological order (e.g., newest first) from save slot A to save slot G. Specifically, newest save data is stored sequentially starting from save slot A. That is, save slot A stores the save data with the most recent save date and time, and save slot G stores the save data with the oldest save date and time. Details about these save slots will be described later.
[0037] The save reception means 42 is a functional means for receiving save operations from the player. In this embodiment, the save reception means 42 receives save operations from the player on the game play screen.
[0038] For example, the save reception means 42 determines whether or not it has received a save operation from the player. This save operation consists of an operation on an input element of the controller 22 (e.g., an ON operation) and the release of that operation (e.g., an OFF operation). Examples of such input elements include joysticks and buttons. This save operation is defined as an operation on an input element associated with the save operation (e.g., an ON operation) being performed for less than a predetermined period (e.g., 1 second), followed by the release of that operation (e.g., an OFF operation). Examples of save operations include a short operation in one direction on a joystick or a short press of a button. Furthermore, it is preferable that this operator is not associated with any gameplay operations (e.g., moving a player object PO or firing a projectile object PB). In this embodiment, the save operation is an on / off operation to a button (e.g., the C button) that is not associated with any gameplay operations.
[0039] The registration means 44 is a functional means for registering (saving) the game's progress in the save information 40C. In this embodiment, each time a save operation is performed, the registration means 44 registers the game's progress at the time the save operation was performed as save data. In addition, each time save data is registered, the registration means 44 may output (play) a save sound or output (display) an image on the play screen indicating that a save has been performed. In other words, the registration means 44 may notify the player that the save operation from the player has been properly received by outputting sound or an image.
[0040] For example, when the player performs the first save operation, the registration means 44 registers the game's progress at the time of the first save operation as save data in save slot A. Subsequently, when the player performs the second save operation, the registration means 44 copies (moves) the save data from save slot A to save slot B and registers the game's progress at the time of the second save operation as save data in save slot A. Subsequently, when the player performs the third save operation, the registration means 44 copies the save data from save slot B to save slot C, then copies the save data from save slot A to save slot B, and registers the game's progress at the time of the third save operation as save data in save slot A. Thus, each time a new save operation is performed, the registration means 44 copies (moves) the save data stored in save slots A to F to the next save slot in order, and stores the game's progress at the time the save operation was performed as save data in save slot A. In this embodiment, if the player performs the 8th or later save operation, the registration means 44 discards (deletes) the save data stored in save slot G (the oldest save data). In other words, the registration means 44 stores the 1st newest save data to the 7th newest save data in each save slot (save slots A to save slots G).
[0041] The load reception means 46 is a functional means that receives load operations from the player. In this embodiment, the load reception means 46 receives save data load operations from the player on the play screen.
[0042] For example, the load reception means 46 determines whether or not it has received a load operation from the player. This load operation is the continuation of an operation (e.g., an ON operation) on an operator associated with the load operation. This continuation could be, for example, an operation that continued for a predetermined period (e.g., 1 second). Examples of load operations include a long-duration operation (continuous operation) of a joystick in one direction or a long-duration press (continuous press) of a button. Furthermore, it is preferable that this operator is a single operator that is not associated with game play operations (for example, moving a player object PO or firing a projectile object PB). In this embodiment, the load operation is a long press (long-press operation) of a single button (for example, the C button) that is not associated with game play operations. In other words, in this embodiment, the save operation and the load operation are operations on the same operator.
[0043] Furthermore, after receiving a load operation, the load receiving means 46 determines whether or not the operation on the operator associated with the load operation is being continued. For example, after receiving a load operation, the load receiving means 46 determines whether or not the operation (e.g., pressing) on the operator (e.g., button C) associated with the load operation is being continued for a predetermined period (e.g., 1 second).
[0044] The control means 48 is a functional means that controls the entire game. In this embodiment, each time a load operation is performed, the control means 48 loads the registered save data in chronological order, switches the game's play screen, and resumes the game. For example, each time a load operation is performed, the control means 48 loads the registered save data in reverse chronological order. Specifically, when the player performs the first load operation, the control means 48 loads the save data (progress) stored in save slot A, switches the game's play screen, and resumes the game. Subsequently, when the player performs the second load operation, the control means 48 loads the save data stored in save slot B, switches the game's play screen, and resumes the game. Thus, each time a new load operation is performed, the control means 48 loads the save data stored in save slots A to G in chronological order and resumes the game. In this embodiment, when the player performs the 8th load operation, the control means 48 loads the save data stored in save slot A as the 1st load operation, and loops through the chronological order of the save data to be loaded.
[0045] Furthermore, for example, after a load operation is received by the load receiving means 46, the control means 48 loads the registered save data in chronological order and switches the play screen each time the load receiving means 46 confirms whether or not the operation on the operator associated with the load operation is continuing. In this embodiment, each time the load receiving means 46 determines that the press time (on operation time) of the button (e.g., button C) associated with the load operation has reached a predetermined period (e.g., 1 second), the control means 48 loads the save data from the save slot of the save information 40C in chronological order and switches the play screen. For example, if the predetermined period is 1 second, and the button (e.g., button C) associated with the load operation is pressed for n seconds or more and less than n+1 seconds, the control means 48 increments the value of the load counter (initial value is 0) by 1 each time the predetermined period (1 second) has elapsed. Then, the control means 48 loads the nth newest save data, which is the value of the load counter, from the save slot and switches the play screen. In this case, the control means 48 performs a total of n load operations, which involve loading save data and switching the play screen.
[0046] Furthermore, in this embodiment, the control means 48 immediately accepts play input and proceeds with the game after the play screen is switched. That is, the control means 48 immediately starts the movement of each object after the play screen is switched. On the other hand, the control means 48 may pause the game after the play screen is switched until the operation of the control element (e.g., the C button) associated with the load operation is released. That is, the control means 48 may stop the movement of each object after the play screen is switched, and then start the movement of each object after the operation of the control element associated with the load operation is released. In this embodiment, if the value of the load counter exceeds the number of save slots where save data is stored (for example, 7) due to the incrementing of the load counter, the control means 48 performs a process to reset the value to "1". Furthermore, the control means 48 may, for example, output (play) a loading sound or output (display) an image on the play screen indicating that loading has been performed each time the time a button associated with the load operation (e.g., button C) is held down reaches a predetermined period (e.g., 1 second). In other words, the control means 48 may output loading sounds or images when switching play screens. The control means 48 may also output different sounds or images depending on the value of the load counter.
[0047] <Processing flow> Figure 4 is a flowchart illustrating an example of the processing flow performed by each functional means shown in Figure 3 in the game device according to this embodiment. The processing in the following steps begins, for example, when the player starts a shooting game and the play screen is displayed. The order and content of the following steps can be changed as appropriate.
[0048] (Step SP10) The control means 48 initializes the load counter n by assigning it 0. Then, the process proceeds to step SP12.
[0049] (Step SP12) The save reception means 42 determines whether or not it has received a save operation from the player. For example, the save reception means 42 determines whether or not an operation (e.g., pressing) on an operator (e.g., the C button) associated with the save operation has been released (e.g., the button has been released) after an operation (e.g., pressing) has been performed for less than a predetermined period (e.g., 1 second). If the determination is positive, the process proceeds to the process of step SP28. On the other hand, if the determination is negative, the process proceeds to the process of step SP14.
[0050] (Step SP14) The load reception means 46 determines whether or not it has received a load operation from the player. For example, the load reception means 46 determines whether or not an operation (e.g., pressing) on an operator (e.g., button C) associated with the load operation has continued for a predetermined period (e.g., 1 second). If the determination is affirmative, the process proceeds to the process of step SP16. On the other hand, if the determination is negative, the process proceeds to the process of step SP12.
[0051] (Step SP16) The control means 48 increments the load counter n by +1. Then, the process proceeds to step SP18.
[0052] (Step SP18) The control means 48 determines whether the load counter n exceeds the number of save slots in which the save data is stored (for example, 7). That is, the control means 48 determines whether n has become the number of save slots + 1 (for example, 8) through the increment in step SP16. If the determination is positive, the process proceeds to the process in step SP20. On the other hand, if the determination is negative, the process proceeds to the process in step SP22.
[0053] (Step SP20) The control means 48 assigns 1 to the load counter n. This initializes (loops) the chronological order of the save data to be loaded by the control means 48. Then, the process moves on to the processing of step SP22.
[0054] (Step SP22) The control means 48 loads the save data (progress) stored in the save slot of the save information 40C according to the value of the load counter. For example, the control means 48 refers to the save information 40C and loads the nth newest save data, which is the value of the load counter, from the save slot. Specifically, if the value of the load counter is "1", the control means 48 loads the save data stored in save slot A (the first newest save data). If the value of the load counter is "2", the control means 48 loads the save data stored in save slot B (the second newest save data). Then, the process moves on to the process of step SP24.
[0055] (Step SP24) The control means 48 switches the game play screen and resumes the game based on the save data (progress) loaded in step SP22. In other words, the control means 48 resumes the game from the progress at the time the save operation was performed to store the save data in the save slot.
[0056] Figures 5(A) and 5(B) show examples of the appearance of the gameplay screen 50. Specifically, Figure 5(A) shows the appearance of the gameplay screen 50 before the loading operation is performed (before switching), and Figure 5(B) shows the appearance of the gameplay screen 50 after the loading operation is performed (after switching).
[0057] As shown in Figures 5(A) and (B), when a load operation is performed, the control means 48 controls the displayed game space 52, each object represented in the game space 52 (player object PO, enemy object EO, bullet object PB, bullet object EB, etc.), HP display bar 54, etc. to return to the progress at the time the save operation was performed. Note that if the game is restarted by loading an older save data in chronological order, and then a newer save data in chronological order is loaded, the progress (e.g., the number of stages) may advance.
[0058] Returning to Figure 4, the process moves on to step SP26.
[0059] (Step SP26) After receiving the load operation in step SP14, the load receiving means 46 determines whether the operation (e.g., pressing) on the operator (e.g., C button) associated with the load operation continues for a predetermined period (e.g., 1 second). That is, if the operation (e.g., pressing) on the operator (e.g., C button) associated with the load operation is released within a predetermined period (e.g., 1 second) after the load operation is performed in step SP14, the load receiving means 46 negates the determination. If the determination is affirmative, the process proceeds to the process in step SP16. On the other hand, if the determination is negative, the process proceeds to the process in step SP32.
[0060] (Step SP28) The registration means 44 copies (moves) the save data from each save slot to the next save slot in the sequence. Note that this copy discards the save data stored in the last save slot in the sequence (for example, save slot G). Then, the process proceeds to step SP30.
[0061] (Step SP30) The registration means 44 registers (saves) the current game progress as save data in the first save slot in the save information 40C (for example, save slot A). Then, the process moves on to the process in step SP32.
[0062] (Step SP32) The control means 48 determines whether the game has ended or not. For example, the control means 48 affirms the determination if the hit points of the player object PO become 0 or less (incapacitated) or if the hit points of the final stage boss object (enemy object EO) become 0 or less (incapacitated). If the determination is affirmed, the process ends with the series of processes shown in Figure 4. On the other hand, if the determination is denied, the process proceeds to the process of step SP10.
[0063] (Specific example 2) In the specific example 1 described above, it was explained that in step SP12, the save reception means 42 determines whether or not it has received a save operation from the player. However, save data may be automatically registered in the save slot regardless of the save operation.
[0064] For example, the registration means 44 automatically registers the progress of the game as save data when predetermined conditions are met during gameplay. These predetermined conditions include, for example, the game progressing to the next stage, the appearance of a boss object (enemy object EO), a change in the form or actions (stages) of the boss object, the boss object becoming incapacitated, the game's play time reaching a multiple of a predetermined time (e.g., 2 minutes), or the hit points of the player object PO being changed (increased or decreased). For example, in step SP12, the control means 48 determines whether or not the predetermined condition is met. If the determination is affirmative, the process proceeds to step SP28. On the other hand, if the determination is negative, the process proceeds to step SP14.
[0065] (Specific 3) In the specific example 1 described above, the load operation was explained as the continuation of an operation on the operator (e.g., an ON operation). However, it may also be the operation on the operator being canceled (e.g., an OFF operation) after the operation on the operator has been continued.
[0066] For example, the control means 48 loads the save data in chronological order each time the load receiving means 46 determines that an operator associated with a load operation has been operated for a predetermined period (e.g., 1 second) or longer, and that the operation has been released (e.g., turned off). Examples of such load operations include releasing a joystick after a long period of operation or releasing a button after a long period of pressing. For example, in step SP26, the load receiving means 46 determines whether a further load operation has been performed within a certain period of time (e.g., 5 seconds) since the game was resumed in step SP24. If the determination is affirmative, the process proceeds to step SP16. On the other hand, if the determination is negative, the process proceeds to step SP32. Furthermore, the control means 48 may output (play) sound or output (display) an image on the play screen when the time during which the operator associated with this load operation is continuously operated reaches a predetermined period (for example, 1 second), or when the operation is released.
[0067] Furthermore, for example, the control means 48 does not load save data (does not switch the play screen) while the operation of the operator associated with the load operation is being continued, as determined by the load reception means 46. When the load reception means 46 determines that the operation of the operator has been released, the control means 48 loads save data corresponding to the duration the operator was operated and switches the play screen. For example, if the predetermined period is 1 second, and the button associated with the load operation (e.g., the C button) is held down, the control means 48 increments the value of the load counter (initial value is 0) by 1 every second. Then, if the button is held down for n seconds or more and less than n+1 seconds, and the button is released, the control means 48 loads the nth newest save data, which is the value of the load counter, from the save slot and switches the play screen. In this case, the control means 48 performs a total of one save data load and play screen switch through a series of load operations. Furthermore, the control means 48 may, for example, output (play) sound or output (display) an image on the play screen each time the time the operator associated with this load operation continues to be operated reaches a predetermined period (e.g., 1 second). In other words, the control means 48 may output sound or an image when the value of the load counter is incremented. Also, the control means 48 may output sound or an image when the operation of the operator is released.
[0068] <Effects> In this embodiment, the computer functions as follows: a save receiving means 42 that receives save operations from the player on the game play screen; a registration means 44 that registers the game's progress at the time of the save operation as save data each time a save operation is performed; a load receiving means 46 that receives save data load operations from the player on the play screen; and a control means 48 that loads the registered save data in chronological order, switches the play screen, and resumes the game each time a load operation is performed.
[0069] This configuration allows players to perform save and load operations without interrupting the game, thus reducing the effort required from the player. Furthermore, each time a load operation is performed, the registered save data is loaded in chronological order, the game screen is switched, and the game can be resumed, thus preventing a decrease in immersion in the game.
[0070] Furthermore, in this embodiment, the save operation and the load operation are operations performed on the same operator.
[0071] This configuration allows the same controls to be associated with both save and load operations, thus reducing the likelihood of player errors.
[0072] Furthermore, in this embodiment, a save operation is defined as an operation on the control element and its release, while a load operation is defined as the continuation of the operation on the control element.
[0073] With this configuration, saving is performed by operating and releasing the controls (short operation or short press), allowing the player to smoothly continue playing after saving. Furthermore, with this configuration, loading is performed by continuous operation (long operation or long press) on the controls, allowing the player to resume the game with ample time after the loading process begins, and to smoothly continue playing after resuming the game.
[0074] In this embodiment, after receiving a load operation, the load receiving means 46 determines whether or not the operation on the operator is continuing, and each time the determination is affirmed, the control means 48 loads the registered save data in chronological order and switches the play screen.
[0075] With this configuration, after a load operation, each time an operation is performed on the control associated with the load operation, the save data is loaded in chronological order and the game resumes. This reduces the effort required for the player to perform load operations and prevents a decrease in immersion in the game.
[0076] Furthermore, in this embodiment, the control means 48 loads the registered save data in reverse chronological order each time a load operation is performed.
[0077] This configuration allows for loading save data in order from the newest save file, minimizing the need to restart the game, thus improving convenience for the player.
[0078] In this embodiment, the game is one of the following: a shooting game, an action game, a music game, or a racing game.
[0079] This configuration reduces the effort required for player input in real-time games, while maintaining immersion in the game.
[0080] Furthermore, in this embodiment, the computer functions as a registration means 44 that automatically registers the progress of the game as save data when predetermined conditions are met during gameplay, a load receiving means 46 that receives save data loading operations from the player on the game play screen, and a control means 48 that loads the registered save data in chronological order, switches the play screen, and resumes the game each time a load operation is performed.
[0081] This configuration allows for automatic saving and loading operations without interrupting gameplay, thus reducing the effort required from the player. Furthermore, each time a load operation is performed, the registered save data is loaded in chronological order, the gameplay screen is switched, and the game can be resumed, thus maintaining immersion in the game.
[0082] <Variation> It should be noted that the present invention is not limited to the above-described examples. That is, designs modified by those skilled in the art to the above-described examples are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the embodiments described above and the modifications described later can be combined to the extent that it is technically possible, and combinations thereof are also included within the scope of the present invention, as long as they retain the features of the present invention.
[0083] For example, in the above embodiment, the case where the controls associated with save and load operations are buttons (e.g., C button) or joysticks was mainly described, but they may also be directional pads or touchpads. Furthermore, the controller 22 may be equipped with a gyro sensor, and save and load operations may be performed by the movement (e.g., acceleration) or orientation (e.g., tilt) of the controller 22. In addition, the controller 22 may be equipped with a light-emitting element that is recognized by a camera provided on the game device 1, and save and load operations may be performed by the movement or orientation of the light-emitting element.
[0084] Furthermore, in the above embodiment, it was described that it is preferable to have one operator associated with the save operation and the load operation, which is not associated with the game play operation, but there may be two or more operators. For example, the save operation may be pressing two buttons (e.g., the C button and the F button) simultaneously for a short time, and the load operation may be pressing two buttons (e.g., the C button and the F button) simultaneously for a long time.
[0085] Furthermore, although the above embodiment described a case where the operator associated with the save operation and the operator associated with the load operation are the same operator, they may be different operators. In this case, it is preferable that the operator associated with the save operation and the operator associated with the load operation are, for example, close to each other (e.g., adjacent). Note that some of the controls associated with save and load operations may be the same. For example, the save operation might be performed by pressing the C and F buttons simultaneously for a short time, while the load operation might be performed by pressing the E and F buttons simultaneously for a long time.
[0086] Furthermore, although the above embodiment described the case where the save acceptance means 42 accepts a save operation on the game play screen, it may also accept a save operation on a screen other than the play screen (for example, a play interruption screen or a save screen). Since this save operation is not an operation performed during gameplay, it may use controls that are associated with play operations. For example, this save operation is the operation of selecting a save slot to save using a joystick and then pressing an OK button (for example, the A button). Furthermore, the save acceptance means 42 may accept save operations before the start of gameplay or after the end of gameplay.
[0087] Furthermore, although the above embodiment described the case where the load receiving means 46 accepts a load operation on the game play screen, it may also accept load operations on screens other than the play screen (for example, a play interruption screen or a load screen). Since this load operation is not an operation performed during gameplay, it may use controls that are associated with play operations. For example, this load operation is the operation of selecting the save data to load with a joystick and then pressing the confirm button (for example, the A button). Furthermore, the load acceptance means 46 may accept load operations before the start of gameplay or after the end of gameplay.
[0088] Furthermore, in the above embodiment, the registration means 44 was described as outputting (playing) a save-related audio or outputting (displaying) an image in response to a save operation. However, the controller 22 may also be vibrated by an oscillator (for example, a vibration function) provided by the controller 22.
[0089] Furthermore, in the above embodiment, the control means 48 was described as outputting (playing) audio for loading or outputting (displaying) an image in response to a loading operation. However, the controller 22 may also be vibrated by an oscillator provided in the controller 22.
[0090] Furthermore, in the above embodiment, the control means 48 was described as loading save data each time the button press time (on operation time) associated with the load operation reaches a predetermined period (for example, 1 second). However, this predetermined period may vary depending on the chronological order of the save data to be loaded. For example, the predetermined period for the first load operation (when loading the first newest save data) may be 1 second, and the predetermined period for the second and subsequent load operations (when loading the second and subsequent newest save data) may be 0.5 seconds.
[0091] Furthermore, in the above embodiment, the control means 48 was described as loading the registered save data in reverse chronological order each time a load operation is performed, but it may also load them in reverse chronological order. Furthermore, the control means 48 may load the save data in the order of game progress each time a load operation is performed. Examples of this order of progress include starting with the stage closest to the final stage, starting with the end of the game (clearing the game), or starting with the longest play time.
[0092] Furthermore, although the above embodiment described a case where the save information 40C has multiple (for example, seven) save slots, it may also have only one save slot. In this case, the control means 48 does not need to load the save data in chronological order each time a load operation is performed. Also, if the storage device 18 stores multiple game programs 20, the save information 40C may have one or more save slots for each of the game programs 20. [Explanation of symbols]
[0093] 1…Game device (computer, information processing device) 20…Game program (program) 40...Memory means 42...Save Acceptance Method 44…Method of registration 46... Load acceptance method 48... Control means
Claims
[Claim 1] Computer, a save accepting means for accepting a save operation from a player on a game play screen; a registration means for registering a progress status of the game at the time when the save operation is performed as save data each time the save operation is performed; a load accepting means for accepting, on the play screen, a load operation of the save data from the player; a control means for loading the registered save data in chronological order each time the load operation is performed, switching the play screen, and restarting the game; To function as program.