Program, information processing method, and information processing device
The game system uses special objects to generate new movement routes for characters, addressing the lack of fun enhancement in conventional games by offering interactive and engaging gameplay.
Patent Information
- Application Number
- JP2023094521
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-08
- Publication Date
- 2024-12-19
- Estimated Expiration
- 2043-06-08
AI Technical Summary
Conventional game techniques that generate objects in virtual space as ordinary substances do not sufficiently enhance game fun.
A game system that includes a reception means for special objects, an installation means to place these objects at predetermined positions, and a control means to apply effects generating new movement routes for characters, while prohibiting effects on unintended characters and canceling them under certain conditions.
Enhances gameplay interest by providing players with a more engaging and interactive experience through special objects that alter character movement routes and behaviors.
Smart Images

Figure 2024176181000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing method, and an information processing device. [Background technology]
[0002] Conventionally, in games using virtual spaces, various attempts have been made to improve the enjoyment of the games. As one of such methods, a character having the skill to generate an object (such as a wall) at an arbitrary position in a virtual space is known (see, for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] "IdentityV Fifth Personality" Official Channel [Hunter] "Mad Eyes - Bulk", [online], [Searched on May 9, 2023], Internet<https: / / www.youtube.com / watch?v=kfditi9mirM> Summary of the Invention [Problem to be solved by the invention]
[0004] However, many of the conventional technologies, including the technology described in the above-mentioned Non-Patent Document 1, generate objects as normal matter in a virtual space. Although this is useful as one of the specifications for a game, it cannot be said that it is necessarily sufficient to improve the entertainment value of the game.
[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide players with a game system that offers greater entertainment value.
[0006] In order to achieve the above object, a first aspect of the present invention is Computer, A receiving means for receiving information on an input operation related to a special object in a game; an installation means for installing the special object at a predetermined position in a virtual space related to the game in response to the content of the input operation; a control means for generating a new movement path for a character that is a target of the game, for imparting an effect of the special object, and for controlling progress of the game; It is a program that functions as a
[0007] Also, in the first aspect, the control means can prohibit the effect of the special object from being imparted to characters other than the target character.
[0008] Also, in the first aspect, the control means can cancel the effect of the special object imparted to the target character when a predetermined condition is satisfied.
[0009] In addition, in a first aspect, the control means can execute game processing in which, when the target character moves along a newly generated movement path through an area in the virtual space of the game where there is no contact surface originally designed, the character falls within the game.
[0010] Also, in the first aspect, the control means can prohibit the target character from being given the effect of the special object when the target character is located within a predetermined range of the special object.
[0011] In addition, in a first aspect, the program can further function as a movement path changing means that, when the control means generates a new movement path, changes the movement path of the character to the new movement path with priority.
[0012] The second aspect of the present invention is 1. A computer-implemented information processing method, comprising: a receiving step of receiving information on an input operation related to a special object in the game; a setting step of setting the special object at a predetermined position in a virtual space related to the game in accordance with the content of the input operation; a control step of generating a new movement path for a character that is a target of the game, imparting an effect of the special object, and controlling progress of the game; The present invention relates to an information processing method.
[0013] Moreover, a third aspect of the present invention is A receiving means for receiving information on an input operation related to a special object in a game; an installation means for installing the special object at a predetermined position in a virtual space related to the game in response to the content of the input operation; a control means for generating a new movement path for a character that is a target of the game, for imparting an effect of the special object, and for controlling progress of the game; The information processing device includes:
[0014] An information processing method and an information processing device according to one aspect of the present invention are also provided as an information processing method or an information processing device corresponding to a program according to one aspect of the present invention. Effect of the Invention
[0015] According to the present invention, a game system with higher entertainment value can be provided to players. [Brief description of the drawings]
[0016] [Figure 1] 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present invention. [Diagram 2] 1 is a diagram showing an example of a hardware configuration of a game terminal constituting an information processing system according to an embodiment of the present invention; [Diagram 3] 1 is a diagram showing an example of the functional configuration of a game terminal and a server constituting an information processing system according to an embodiment of the present invention; [Figure 4] FIG. 2 is an image diagram for explaining an example of game specifications in the information processing system according to one embodiment of the present invention. [Diagram 5] FIG. 2 is a diagram showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention. [Figure 6] FIG. 6 is a diagram showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention, and is a diagram showing an example different from the example of FIG. 5. [Figure 7] FIG. 2 is a diagram showing an example of a flow of processing executed by a game terminal constituting an information processing system according to one embodiment of the present invention. [Figure 8] FIG. 7 is a diagram showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention, and is a diagram showing an example different from the examples of FIGS. 5 and 6. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0017] [Embodiment] First, before describing an embodiment of the present invention, a brief description will be given of a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to one embodiment of the present invention is applied. This game is, for example, a type of game called an action RPG (Role Playing Game). In this game, the player aims to clear the game by repeatedly participating in events set in the virtual space of the game and fighting enemy NPCs (Non Player Characters) and developing the character he or she controls (hereinafter referred to as the "player character"). In particular, in this game, the player progresses through the game by fighting and winning against enemy characters placed in the virtual space using weapons and magic (skills).
[0018] In addition, in this game, the player can select a job to determine the performance and characteristics of the player character in the game. One of these jobs is "illusionist." Although the illusionist does not have many means to directly attack enemy NPCs, he can change the behavior of enemy NPCs by using various skills. By making good use of the illusionist's performance, the player can defeat enemy NPCs and progress through the game. In this embodiment, the functions, characteristics, skills, etc. that the player can perform in the game when he selects the illusionist job will be mainly described.
[0019] <Summary> FIG. 1 is a diagram showing an example of a configuration of an information processing system according to one embodiment of the present invention.
[0020] As shown in FIG. 1, the system includes a game terminal 1 and a server 2. The game terminal 1 and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not a required component, and for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc. may be used. Note that hereinafter, when simply referring to an "image", it is intended to include images of any format such as "moving image" and "still image".
[0021] The game terminal 1 is used by a player who wishes to play the game. The game terminal 1 is composed of a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, etc. The game terminal 1 executes various processes required for the progress of the game.
[0022] The server 2 is managed by an administrator of the system. The server 2 is composed of a general-purpose PC, etc. While communicating with the game terminal 1, etc., the server 2 stores and manages various information required for the progress of the game.
[0023] <Hardware configuration> FIG. 2 is a diagram showing an example of a hardware configuration of a game terminal constituting an information processing system according to one embodiment of the present invention.
[0024] As shown in FIG. 2, the game terminal 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.
[0025] The control unit 11 is configured with a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as appropriate.
[0026] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.
[0027] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information and audio information output by the output unit 16 are output from the display, the speaker, etc. in a state that can be recognized by a person as an image or audio.
[0028] The input unit 17 is, for example, a game controller equipped with a sensor function and the like, and inputs various information in response to input operations by the player.
[0029] The storage unit 18 is composed of a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., that are necessary for the progress of the game.
[0030] The communication unit 19 controls mutual communications with other hardware and the like via a network N including the Internet.
[0031] The drive 20 is provided as necessary. Removable media 31, which may be a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is appropriately attached to the drive 20. Various programs for executing a game are stored in the removable media 31. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as necessary. Further, the removable medium 31 can store various information stored in the storage unit 18 in the same manner as the storage unit 18 .
[0032] Here, the hardware configuration of the server 2 is not described here because it can be basically the same as the hardware configuration of the game terminal 1. The cooperation of such various hardware and software enables the game terminal 1 and the server 2 to execute various processes.
[0033] FIG. 3 is a diagram showing an example of the functional configuration of the game terminal and the server constituting the information processing system according to one embodiment of the present invention.
[0034] As shown in FIG. 3, the control unit 11 of the game terminal 1 functions as a game process execution means 60, an input operation acceptance means 62, and a game progress management means 64 by executing various programs and the like.
[0035] The game process execution means 60 executes various processes relating to the game. Specifically, the game processing execution means 60 executes a game program by reading out virtual game space objects and textures included in game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images and sounds related to the game. In other words, the game processing execution means 60 controls the progress of the game by generating and managing the results of operational instructions by the player. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 2 as appropriate.
[0036] The input operation receiving means 62 receives input operations related to the game from the player. The input operation received by the input operation receiving means 62 includes information on the type of button or analog stick on which the input operation is performed, information on the number of times the button or analog stick is pressed, and the like.
[0037] The game progress management means 64 manages the progress of the game associated with various game processes. Specifically, the game progress management means 64 is provided with a skill activation management means 80, a virtual space situation management means 82, and an NPC movement path management means 84. Of the input operations received by the input operation receiving means 62, the skill activation management means 80 receives an input operation related to a special object in the game (hereinafter referred to as a "phantom ground object"). The virtual space situation management means 82 places the special object at a predetermined position in the virtual space related to the game in accordance with the content of the input operation. Specifically, the virtual space situation management means 82 determines the position (x, y, z coordinates, etc.) and time (seconds, etc.) in the virtual space at which the phantom ground object is to be generated in accordance with the content of the input operation related to the phantom ground object received by the skill activation management means 80, and places the phantom ground object at a predetermined position in the virtual space. The NPC movement path management means 84 generates a new movement path for the character that is the target of the game, imparts the effect of the special object, and controls the progress of the game. Specifically, when a phantom ground object is placed in the virtual space by the virtual space situation management means 82, the NPC movement path management means 84 generates multiple new movement path candidates for the target NPC. Then, when a new movement path candidate is generated as the effect of the phantom ground object, the NPC movement path management means 84 preferentially selects a new movement path for the target NPC from among the newly generated movement path candidates. The circumstances in which a new movement path candidate is generated as the effect of the phantom ground object will be described later with reference to FIG. 6, etc.
[0038] As shown in FIG. 3, the control unit 100 of the server 2 executes various programs and the like, thereby causing a game information management means 120 to function.
[0039] Game information management means 120 of server 2 manages various information required for the progress of the game by game terminal 1, and executes various processes. Specifically, for example, game information management means 120 executes authentication of account information transmitted from game terminal 1, delivery of game information in response to a download request from game terminal 1, and the like.
[0040] Here, with reference to FIG. 4, a brief explanation will be given of the search behavior of NPCs (enemy characters) in this game. First, simply put, the NPCs in this game have the ability to move within the virtual space under specified conditions, and the ability to recognize an attack target (e.g., the player character) as an attack target and change their behavior patterns if one is present within a specified range of the NPC's location. In the example of FIG. 4, the character N1, who is an NPC, has a search route set for moving through areas E1, E2, E3, and E4 in the virtual space as a normal behavior pattern. The concept of a visual field for recognizing an attack target is also set for the character N1. For example, when an attack target (e.g., a player character) exists within a certain distance in the forward direction of the character N1, the character N1 changes its behavior pattern to an attack behavior against the attack target. In the example of FIG. 4, the character N1 determines the presence of the character P1, who is a player character, in the forward direction in the area E4, so that the character N1 stops searching for the enemy along the normal search route and shifts to an attack behavior against the character P1, who is the attack target. The phantom ground object in this game has various effects on the behavior patterns of such NPC characters, thereby expanding the range of options that the player can take. However, these patterns of enemy search behavior of NPCs are merely examples and are not limiting. The present system can adopt any pattern or principle of enemy search behavior of NPCs according to the various aspects of the game.
[0041] Next, with reference to Figs. 5 and 6, an example of the change in the actual game image when a phantom ground object is generated will be introduced. Fig. 5 and Fig. 6 are diagrams showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention. Fig. 5 and Fig. 6 show a game situation after an enemy NPC recognizes a player character that is an attack target after going through the situation in Fig. 4, for example.
[0042] FIG. 5 shows a situation immediately after a character UC (player character) enters the field of view of a character UT (NPC) and the character UC is recognized as an attack target of the character UT. In the example of Fig. 5, the character UT has changed its movement path to a straight line toward the character UC, and is about to launch an attack as soon as the character UC approaches close enough to attack. In this case, the character UC usually has to choose whether to put some distance between the character UT again (run away) or to take some kind of action (fight) in preparation for the character UT's attack. One of the options that the character UC can choose to perform is to generate a phantom ground object.
[0043] In contrast, Figure 6 shows the situation immediately after the character UC activates a skill and generates a phantom ground object between the character UT and the movement path of the character UC. As shown in Figure 6, because a phantom ground object has been generated between the character UT and the character UC, multiple new movement paths have been generated for the target character UT. Here, in the example of Fig. 6, when a new movement path is generated by the effect of the phantom ground object, as a general rule, the movement path that allows the character UC, who is the target of the attack, to travel in the shortest time among the many generated movement paths is selected as the movement path for the character UT. In the example of Fig. 6, an example of the newly selected movement path for the character UT is displayed by a thick line. In this way, when affected by the phantom ground object, the character UT must move along the newly selected movement path, and it takes more time to move to the character UC, who is the target of the attack, compared to when the character UT is able to move freely as usual. The character UC can use this time to perform other actions, etc., and gain an advantage in the battle.
[0044] FIG. 7 is a diagram showing an example of the flow of processing executed in a game terminal constituting an information processing system according to one embodiment of the present invention.
[0045] In step S1, the skill activation management means 80 of the game terminal 1 accepts, from among the input operations accepted by the input operation accepting means 62, an input operation related to a phantom ground object related to the game.
[0046] In step S2, the virtual space situation management means 82 determines the position (x, y, z coordinates, etc.) and time (number of seconds, etc.) in the virtual space at which the phantom ground object will be generated, depending on the content of the input operation related to the phantom ground object accepted by the skill activation management means 80.
[0047] In step S3, the virtual space situation management means 82 places a phantom ground object at a predetermined position within the virtual space in accordance with the determined position and time.
[0048] In step S4, when the virtual space situation management means 82 places a phantom ground object in the virtual space, the NPC movement path management means 84 generates new movement path candidates for the target NPC.
[0049] In step S5, when a new path candidate is generated as an effect of the phantom ground object, the NPC path management means 84 changes the path of the target NPC to the new path with priority, thereby completing the phantom ground object installation process.
[0050] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications and improvements within the scope that can achieve the object of the present invention are included in the present invention.
[0051] [Other embodiments] Here, an example of applied use of the phantom ground object will be described with reference to Fig. 8. Fig. 8 is a diagram showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention, and is a diagram showing an example different from the examples in Figs. 5 and 6.
[0052] In the example of Figure 8, characters UC and UT are displayed, and a phantom ground object is placed by character UC between the cliffs on which they are standing. A phantom ground object can be placed artificially even in situations where the ground does not actually exist in the game. In the example of Figure 8, due to the existence of a phantom ground object, a new movement path is generated for character UT that moves in a straight line to character UC, who is the target of the attack. Note that in the example of Figure 8, when character UT moves onto the phantom ground object, the actual ground no longer exists, so the specification is adopted that causes the character to fall off the cliff. The game may have a specification in which, for example, a special action process (for example, automatically stopping at the edge of a cliff or automatically executing a staying action) is implemented to prevent the character from easily falling off a cliff or the like. The game may have a specification in which, as an exception, such a process is disabled when a phantom ground object is placed on top of a cliff (a place where there is no ground, etc.), as in the example of FIG. 8. That is, in the game, normally, the character cannot move onto a cliff (a place where there is no ground, etc.), but only when a phantom ground object is placed on top of a cliff (a place where there is no ground, etc.) can the character move onto the cliff (a place where there is no ground, etc.), and the character ends up falling off the cliff or the like, and is affected by being damaged or dying.
[0053] As a further modification of the example of FIG. 8, the present system may have the following specifications. (1) The system may have a specification where, for example, when a target character (e.g., character UT) moves onto a phantom ground object placed on ground (e.g., a pond or lake) that kills a character that comes into contact with it, the target character falls into the water (the target character takes damage, dies, etc.). (2) The system may have a specification where, for example, when a target character (e.g., character UT) moves onto a phantom ground object placed on ground that has a predetermined effect on a character that comes into contact with it (e.g., a poisonous swamp, an electric swamp, a lava zone, etc. that damages a character that comes into contact with it), the target character falls into the poisonous swamp (the target character is affected by the poisonous swamp).
[0054] In the above embodiment, the system is described as setting the position and time when the phantom ground object is generated, but this is not limited to this. For example, the system may set the number and size of the objects to be generated. In addition, the system may be equipped with a feature that sets the number of phantom ground objects that can be generated, and when the number of generated phantom ground objects reaches an upper limit, the oldest phantom ground object is destroyed.
[0055] In the above embodiment, the phantom ground object is described on the assumption that it affects only the NPC that is the target of the skill, but this is not limited to this. The system may also be provided with a specification that allows the effect of the phantom ground object to affect NPCs other than the NPC that is the target of the skill.
[0056] In the above embodiment, the system has been described as providing an effect of the phantom ground object to the target NPC by generating a new movement path and allowing the target NPC to select the newly generated movement path as the movement path, but this is not limited thereto. The system may adopt only a part of the above-mentioned effects as the effect of the phantom ground object. Furthermore, the system may adopt any in-game effect other than the above-mentioned effects as the effect of the phantom ground object.
[0057] Although not described in the above embodiment, the present system may have a specification for canceling the effect of the phantom ground object when a certain condition is satisfied. Specifically, the present system may have a specification for canceling the effect of the phantom ground object when, for example, the following conditions are satisfied: (1) For example, the system may have a specification in which the effect of the phantom ground object is cancelled when the player character that generated the phantom ground object is no longer within a certain distance from the phantom ground object. (2) For example, the system may be configured so that the effect of the phantom ground object is cancelled when the player character who generated the phantom ground object is attacked by another NPC, for example. (3) For example, the system may be provided with a feature that automatically cancels the effect of a phantom ground object when a certain amount of time has passed since the phantom ground object was generated.
[0058] Also, although not explained in the above embodiment, the present system may be equipped with a specification that, if an NPC is already present at the location where the phantom ground object is placed, the phantom ground object will not affect the target NPC. In this case, the system may adopt a specification in which the target NPC is affected by a normal phantom ground object when it leaves the interior of the phantom ground object.
[0059] In the above embodiment (particularly the embodiment in FIG. 8), the target character falls when it moves onto a phantom ground object in a situation where no ground actually exists, but this is not limited to this. For example, the system may adopt a specification in which the target character can move on the phantom ground object as it is.
[0060] In the above embodiment (particularly the embodiment of FIG. 6), the target character (e.g., character UT) has been described as preferentially selecting a new movement path generated by the effect of the phantom ground object, but this is not limited thereto. The target character (e.g., character UT) may select a new movement path and a normal movement path with the same degree of priority (selecting the shortest path).
[0061] In the above embodiment (particularly the embodiment of FIG. 6), the target character (for example, character UT) is described as preferentially selecting the shortest path among the new movement paths generated by the effect of the phantom ground object, but this is not limited thereto. For example, the new movement paths may be selected randomly, or may be selected according to a predetermined criterion, etc.
[0062] Although not described in the above embodiment, the present system may have a specification for changing the shape of the phantom ground object depending on the location where the phantom ground object is placed. Specifically, the present system may change the shape of the phantom ground object to be placed depending on the location where the phantom ground object is placed, such as unifying the pattern of the ground where the phantom ground object is placed (for example, a grass pattern if placed on grassland, a sand pattern if placed on sand), a bridge if placed on a river or lake, or a rock if placed on a cliff.
[0063] Also, although not described in the above embodiment, the game may be executed by any hardware (e.g., game terminal 1), such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, a smartphone, or a tablet.
[0064] Although the description has been omitted in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action game, simulation game, sports game, card game, battle royale (symmetric type, asymmetric type), MOBA (Multiplayer online battle arena), music game, fighting game, quiz game, etc.
[0065] Furthermore, the above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function capable of executing the above-mentioned series of processes as a whole, and the type of functional block used to realize this function is not limited to the example in Fig. 3, etc. Furthermore, the location of the functional block is not limited to the example in Fig. 3, etc., and may be arbitrary. Furthermore, one functional block may be configured as a single piece of hardware, may be configured as a single piece of software, or may be configured as a combination of both.
[0066] Furthermore, the number of different hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.
[0067] Furthermore, when the series of processes is executed by software, the programs constituting the software are installed into a computer or the like from a network or a recording medium.
[0068] The computer may be a computer that is built into dedicated hardware, or a computer that is capable of executing various functions by installing various programs. That is, for example, the various hardware in the above-described embodiment may be freely adopted as any computer, any mobile terminal such as a smartphone, any game machine, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.
[0069] Furthermore, the recording medium containing such a program may not only be constituted by a removable medium (not shown) provided separately from the device main body in order to provide the program to a player, etc., but may also be constituted by a recording medium provided to the player in a state in which it is pre-installed in the device main body.
[0070] In addition, in this specification, the term "system" refers to an overall device that is composed of a plurality of devices or a plurality of means.
[0071] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other.
[0072] In summary, the information processing system to which the present invention is applied can take various forms having the following configurations. Computer, A receiving means (e.g., a skill activation management means 80) for receiving information on an input operation related to a special object in a game; a setting means (e.g., a virtual space situation management means 82) for setting the special object at a predetermined position in the virtual space related to the game in response to the content of the input operation; A control means (e.g., an NPC movement path management means 84) for generating a new movement path of a character to be a target of the game, imparting an effect of the special object, and controlling the progress of the game; Any program that functions as such will suffice.
[0073] In other words, the skill activation management means 80 functions as a reception means. The virtual space situation management means 82 functions as a setting means. The NPC movement path management means 84 functions as a control means.
[0074] <Effects> This allows players to enjoy a more varied and exciting game. [Explanation of symbols]
[0075] 1. Gaming terminal 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Game progress management method 80 Skill Activation Management Method 82 Virtual space situation management means 84 NPC movement route management method 2 Server 100 Control section 120 Game information management means
Claims
1. Computer, A receiving means for receiving information on an input operation related to a special object in a game; an installation means for installing the special object at a predetermined position in a virtual space related to the game in response to the content of the input operation; a control means for generating a new movement path for a character that is a target of the game, for imparting an effect of the special object, and for controlling progress of the game; A program that functions as a
2. the control means prohibits the effect of the special object from being imparted to characters other than the target character. The program according to claim 1.
3. the control means cancels the effect of the special object imparted to the target character when a predetermined condition is satisfied. The program according to claim 1.
4. the control means executes a game process in which, when the target character moves through an area in the virtual space of the game where there is no ground surface originally designed, on the newly generated moving path of the target character, the character falls within the game. The program according to claim 1.
5. the control means prohibits the application of an effect of the special object to the target character when the target character is present within a predetermined range from the special object; The program according to claim 1.
6. and when the control means generates a new movement path, the control means further functions as a movement path changing means for changing the movement path of the character to the new movement path with priority. The program according to claim 1.
7. 1. A computer-implemented information processing method, comprising: a receiving step of receiving information on an input operation related to a special object in the game; a setting step of setting the special object at a predetermined position in a virtual space related to the game in accordance with the content of the input operation; a control step of generating a new movement path for a character that is a target of the game, imparting an effect of the special object, and controlling progress of the game; An information processing method comprising:
8. A receiving means for receiving information on an input operation related to a special object in a game; an installation means for installing the special object at a predetermined position in a virtual space related to the game in response to the content of the input operation; a control means for generating a new movement path for a character that is a target of the game, for imparting an effect of the special object, and for controlling progress of the game; An information processing device comprising:
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