Program, information processing device, and information processing method

By dynamically changing display parameters based on events in both game and display media, the game system provides a more realistic and engaging battle experience.

JP2025007961AActive Publication Date: 2025-01-20GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2023107766
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-30
Publication Date
2025-01-20
Estimated Expiration
2043-06-30

AI Technical Summary

Technical Problem

Existing competitive games lack novelty in changing display parameters during battle events, such as HP, making it difficult to enhance the sense of realism.

Method used

A game process that involves two game media and two display media, with each changing a display parameter based on events from both media, and adjusting the rate of change dynamically based on the game's progression.

Benefits of technology

This approach allows for a novel and realistic representation of battles, enhancing the player's engagement and intuition about the power balance between opposing sides.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To change the value of a display parameter in a novel manner.SOLUTION: A program includes first parameter processing that changes the value of a predetermined parameter on the basis of a first event, second parameter processing that changes the value of a predetermined parameter on the basis of a second event, first display processing that changes the value of a first display parameter associated with a first display medium when the value of the predetermined parameter changes during the progress of a game, and second display processing that changes the value of a second display parameter associated with a second display medium when the value of the predetermined parameter changes during the progress of the game. At least one of the first display processing and the second display processing changes the change rate of the value of the display parameter relative to a change in the value of the predetermined parameter during the progress of the game.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present disclosure relates to a program, an information processing device, and an information processing method. [Background technology]

[0002] Techniques for using gauge displays in fishing games are known. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2001-190840 A Summary of the Invention [Problem to be solved by the invention]

[0004] In fighting games and the like, the value of a display parameter (e.g., HP: Hit Point) related to the gauge display is often changed by an amount corresponding to the power of the attack during an attack event. This type of change in the gauge display lacks originality and makes it difficult to enhance the realism of the offense and defense.

[0005] Therefore, in one aspect, the present disclosure aims to change the values ​​of display parameters in a novel manner. [Means for solving the problem]

[0006] In one aspect, a game process for performing game processing relating to a game executable between a first game medium and a second game medium; causing a computer to execute an output process of outputting a progress status of the game process via a first display medium associated with the first game medium and a second display medium associated with the second game medium; The game processing includes: a first event process for detecting a first event associated with the first game medium during the progress of the game; a second event process for detecting a second event associated with the second game medium during the progress of the game; a first parameter process for changing a value of a predetermined parameter based on the first event; A second parameter process for changing a value of the predetermined parameter based on the second event, The output process includes: a first display process for changing a value of a first display parameter associated with the first display medium when a value of the predetermined parameter changes during the progress of the game; a second display process for changing a value of a second display parameter associated with the second display medium when a value of the predetermined parameter changes during the progress of the game; A program is provided in which at least one of the first display process and the second display process changes a rate of change of the value of the display parameter relative to a change of the value of the predetermined parameter during the progress of the game. Effect of the Invention

[0007] In one aspect, the present disclosure allows values ​​of display parameters to be varied in novel ways. [Brief description of the drawings]

[0008] [Figure 1] 1 is a block diagram of a game system according to an embodiment of the present invention. [Figure 1A] FIG. 2 illustrates an example of a hardware configuration of a server device. [Diagram 2] FIG. 13 is a diagram showing an example of a screen of a fishing game. [Diagram 3] FIG. 13 is an explanatory diagram of a gauge display on a screen of a fishing game. [Figure 4] 11 is an explanatory diagram of each movement of the fish-side gauge and the rod-side gauge that can be realized according to the progress of the fishing game. FIG. [Diagram 5] FIG. 11 is an explanatory diagram showing a gauge display according to a comparative example (part 1). [Figure 6]FIG. 11 is an explanatory diagram showing a gauge display according to a comparative example (part 2). [Figure 7] FIG. 2 is an example of a functional block diagram relating to game functions of a game system related to the above-mentioned fishing game. [Figure 8] FIG. 2 is an explanatory diagram of information relating to a user. [Figure 9] FIG. 11 is an explanatory diagram of information relating to rod parameters. [Figure 10] FIG. 2 is an explanatory diagram of information relating to a fish object. [Figure 11] FIG. 2 is an explanatory diagram of information relating to fish parameters. [Figure 12] FIG. 13 is an explanatory diagram of the length of the fish side gauge in the fish side gauge section. [Figure 13] FIG. 4 is an explanatory diagram of the length of a rod side gauge in a rod side gauge section. [Figure 14] 1 is a schematic flowchart illustrating an example of a process executed by the game system for a fishing game. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, each embodiment will be described in detail with reference to the accompanying drawings. Note that in the accompanying drawings, for ease of viewing, only some of the reference symbols may be attached to multiple parts having the same attribute.

[0010] (Game System Overview) An overview of a game system 1 according to one embodiment of the present invention will be described with reference to Fig. 1. Fig. 1 is a block diagram of the game system 1 according to this embodiment. The game system 1 includes a server device 10 and one or more terminal devices 20. For simplicity, three terminal devices 20 are illustrated in Fig. 1, but the number of terminal devices 20 may be two or more.

[0011] The server device 10 is an information processing device such as a server managed by a game operator. The terminal device 20 is an information processing device used by a user, such as a mobile phone, a smartphone, a tablet terminal, a PC (Personal Computer), or a game device. The terminal device 20 may be realized by combining some or all of these information processing devices with a device worn on a part of the body, such as a head mounted display (HMD), smart glasses, or a motion capture sensor, or may be realized by a device worn on a part of the body itself. The terminal device 20 is capable of executing a game application according to this embodiment. The game application may be received by the terminal device 20 from the server device 10 or a predetermined application distribution server via the network 30, or may be stored in advance in a storage device provided in the terminal device 20 or a storage medium such as a memory card readable by the terminal device 20. The server device 10 and the terminal device 20 are connected to each other via the network 30 so as to be able to communicate with each other. For example, the server device 10 and the terminal device 20 cooperate to execute various processes related to the game.

[0012] The network 30 may include a wireless communication network, the Internet, a Virtual Private Network (VPN), a Wide Area Network (WAN), a wired network, or any combination of these.

[0013] Here, an overview of the game according to the present embodiment will be described. The game according to the present embodiment is, for example, a role-playing game or a simulation game, and game media is used in association with the execution of the game. For example, the game according to the present embodiment is a game in which game media is moved on a field in a three-dimensional virtual space.

[0014] Game media is electronic data used in a game, and includes any media, such as cards, items, points, in-service currency (or in-game currency), tickets, characters, avatars, parameters, etc. Game media may also be game-related information, such as level information, status information, game parameter information (stamina value and attack power, etc.), or ability information (skills, abilities, spells, jobs, etc.). Game media is electronic data that can be acquired, owned, used, managed, exchanged, synthesized, strengthened, sold, discarded, or donated by a user in a game, but the manner of use of the game media is not limited to those explicitly stated in this specification.

[0015] Hereinafter, unless otherwise specified, "game media owned by a user" refers to game media associated with a user ID of a user. Furthermore, "granting game media to a user" refers to associating the game media with a user ID. Furthermore, "discarding game media owned by a user" refers to dissociating the association between a user ID and the game media. Furthermore, "consuming game media owned by a user" refers to the possibility of causing some effect or influence in the game in response to dissociation of the association between a user ID and the game media. Furthermore, "selling game media owned by a user" refers to dissociating the association between a user ID and the game media, and associating the user ID with other game media (e.g., virtual currency or items, etc.). Furthermore, "transferring game media owned by a user to another user" refers to dissociating the association between a user ID and the game media, and associating the game media with the user ID of the other user.

[0016] The game according to the present embodiment includes, as an example, a first game part, a second game part, and a third game part.

[0017] In the first game part, the user operates a user character to progress through the game while exploring a field in a virtual space. Specifically, the user character moves on the field in response to the user's operation. The user character may be in the form of an avatar (the user's alter ego). Various areas, such as fishing spots and dungeons, are provided in the field, and various mini-games and events occur according to the area, such as a fishing game at the fishing spot or a battle against an enemy character encountered in the dungeon. The main story of the game progresses as the events are executed. In addition, in the first game part, for example, if the user achieves results in a mini-game or wins a battle against an enemy character, game media such as items, virtual currency, or characters may be granted to the user.

[0018] In the second game part, the user changes the game media ownership status. The user collects various game media, such as items, virtual currency, and characters. Specifically, when the user character moves to a specific area, such as a fishing spot or a mining spot, provided on the field, a sub-event occurs in which the game media can be acquired. Sub-events include, for example, the progression of a sub-story and the execution of a mini-game, but the contents of the sub-events are not limited to these. Various game media can be granted to the user depending on the results of the execution of the sub-event.

[0019] In the third game part, the user changes parameters related to the game media. The user, for example, strengthens the user character. Specifically, as described above, various game parameters of the user character change as the game media granted to the user in the first game part and the second game part are consumed. The game parameters include, for example, but are not limited to, the user character's level, HP, attack power, defense power, attributes, and skills. The user character is strengthened in response to the change in the game parameters of the user character. Strengthening the user character increases the probability that the user character will win in a battle against an enemy character in the first game part.

[0020] In this way, in the game according to this embodiment, the user repeatedly plays the first game part, the second game part, and the third game part.

[0021] The following mainly describes a fishing game at a fishing spot that can be executed in the first game part. In a modified example, the fishing game may be executed as the third game part. The fishing spot may be set at multiple locations on the field.

[0022] (Server device configuration) A specific description will be given of the configuration of the server device 10. The server device 10 is configured by a server computer. The server device 10 may be realized by a plurality of server computers working together.

[0023] The server device 10 includes a server communication unit 11, a server storage unit 12, and a server control unit 13.

[0024] The server communication unit 11 includes an interface that communicates with an external device wirelessly or wiredly and transmits and receives information. The server communication unit 11 may include, for example, a wireless LAN (Local Area Network) communication module or a wired LAN communication module. The server communication unit 11 is capable of transmitting and receiving information to and from the terminal device 20 via the network 30.

[0025] The server storage unit 12 is, for example, a storage device, and stores various information and programs necessary for game processing. For example, the server storage unit 12 stores a game application.

[0026] The server storage unit 12 also stores various images (texture images) to be projected (texture mapping) onto various objects placed in the three-dimensional virtual space.

[0027] For example, the server storage unit 12 stores an image of a user character, which is a game medium. In the present embodiment, only one user character is represented in the virtual space, but two or more user characters may be represented. The user character may be a group of multiple characters. Furthermore, the user character used in the virtual space may be appropriately interchangeable by the user.

[0028] The server storage unit 12 also stores images of various items (game media) that can be worn / used by the user character. The various items may include fishing equipment in a fishing game, which will be described later.

[0029] The server storage unit 12 also stores images related to other game media, such as buildings, walls, trees, NPCs (Non Player Characters), etc. In this embodiment, the other game media may include fish objects in a fishing game, which will be described later.

[0030] The server storage unit 12 also stores an image of a background (background image), such as the sky or a distant view. Hereinafter, an object onto which a background image is projected is also referred to as a background object. Note that multiple types of background images may be prepared and used separately.

[0031] The server storage unit 12 also stores an image (field image) of a field (e.g., the ground). The field image is projected onto a field surface, which will be described later. Hereinafter, an object onto which the field image is projected onto the field surface is also referred to as a field object. The field object is used as a virtual field (ground) in the virtual space. The field object may also include a virtual sea in the virtual space (e.g., the sea at a fishing spot).

[0032] The server control unit 13 is a dedicated microprocessor or a CPU that implements a specific function by loading a specific program. For example, the server control unit 13 executes a game application in response to a user operation on the display unit 23. The server control unit 13 also executes various processes related to the game.

[0033] For example, the server control unit 13 causes the display unit 23 to display a field image in which a field object, a user character, etc. are displayed. In addition, the server control unit 13 realizes an activity of the user character in the virtual space (for example, playing a fishing game, which will be described later) by moving the user character on the field object relative to the field object in the virtual space in response to a predetermined user operation. Specific details of the processing by the server control unit 13 will be described later.

[0034] FIG. 1A is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0035] The server device 10 includes a CPU (Central Processing Unit) 111, a RAM (Random Access Memory) 112, a ROM (Read Only Memory) 113, an auxiliary storage device 114, a drive device 115, and a communication interface 117, all connected via a bus 119, as well as a wired transceiver unit 125 and a wireless transceiver unit 126 connected to the communication interface 117.

[0036] The auxiliary storage device 114 is, for example, a hard disk drive (HDD) or a solid state drive (SSD), and is a storage device that stores data related to application software and the like. Wired transceiver 125 includes a transceiver capable of communicating using a wired network such as network 30 (see FIG. 1). Peripheral devices (not shown) may be connected to wired transceiver 125. However, some or all of the peripheral devices (not shown) may be connected to bus 119 or may be connected to wireless transceiver 126.

[0037] The wireless transceiver 126 is a transceiver capable of communicating using a wireless network such as the network 30 (see FIG. 1). The wireless network may include a wireless communication network for mobile phones, the Internet, a Virtual Private Network (VPN), a Wide Area Network (WAN), etc. The wireless transceiver 126 may also include a Near Field Communication (NFC) unit, a Bluetooth (registered trademark) communication unit, a Wireless-Fidelity (Wi-Fi) transceiver unit, an infrared transceiver unit, etc.

[0038] The server device 10 may be connectable to a recording medium 116. The recording medium 116 stores a predetermined program. The program stored in the recording medium 116 is installed in the auxiliary storage device 114 of the server device 10 via the drive device 115. The installed predetermined program can be executed by the CPU 111 of the server device 10. For example, the recording medium 116 may be a recording medium that records information optically, electrically or magnetically, such as a CD (Compact Disc)-ROM, a flexible disk, or a magneto-optical disk, or a semiconductor memory that records information electrically, such as a ROM or a flash memory. The recording medium 116 does not include a carrier wave.

[0039] (Terminal Device Configuration) A specific description will be given of the configuration of the terminal device 20. As shown in Fig. 1, the terminal device 20 includes a terminal communication unit 21, a terminal storage unit 22, a display unit 23, an input unit 24, and a terminal control unit 25.

[0040] The terminal communication unit 21 includes an interface that communicates with an external device wirelessly or wiredly and transmits and receives information. The terminal communication unit 21 may include a wireless communication module, a wireless LAN communication module, or a wired LAN communication module that supports a mobile communication standard such as LTE (Long Term Evolution) (registered trademark). The terminal communication unit 21 can transmit and receive information to and from the server device 10 via the network 30.

[0041] The terminal storage unit 22 includes, for example, a primary storage device and a secondary storage device. For example, the terminal storage unit 22 may include a semiconductor memory, a magnetic memory, an optical memory, or the like. The terminal storage unit 22 stores various information and programs used in processing the game received from the server device 10. The information and programs used in processing the game may be acquired from an external device via the terminal communication unit 21. For example, a game application program may be acquired from a predetermined application distribution server. Hereinafter, the application program may also be simply referred to as an application. Also, for example, some or all of the above-mentioned information about the user and information about the game medium of the opponent may be acquired from the server device 10.

[0042] The display unit 23 includes a display device such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 23 is capable of displaying a variety of images. The display unit 23 is configured, for example, by a touch panel, and functions as an interface that detects a variety of user operations.

[0043] The input unit 24 includes an input interface including, for example, a touch panel provided integrally with the display unit 23. The input unit 24 is capable of accepting user input to the terminal device 20. The input unit 24 may include physical keys, and may further include any input interface including a pointing device such as a mouse. The input unit 24 may also include a controller (for example, a controller incorporating an acceleration sensor, etc.) that can be used by a user wearing a head-up display.

[0044] The terminal control unit 25 includes one or more processors. The terminal control unit 25 controls the operation of the entire terminal device 20.

[0045] The terminal control unit 25 transmits and receives information via the terminal communication unit 21. For example, the terminal control unit 25 receives various information and programs used in game processing from at least one of the server device 10 and other external servers. The terminal control unit 25 stores the received information and programs in the terminal storage unit 22.

[0046] The terminal control unit 25 starts a game application in response to a user's operation. The terminal control unit 25 executes the game in cooperation with the server device 10. For example, the terminal control unit 25 causes the display unit 23 to display various images (for example, various field images described later) used in the game. For example, a GUI (Graphic User Interface) for detecting a user operation may be displayed on the screen. The terminal control unit 25 can detect a user operation on the screen via the input unit 24. For example, the terminal control unit 25 can detect a user's tap operation, a long tap operation, a flick operation, a swipe operation, and the like. A tap operation is an operation in which a user touches the display unit 23 with a finger and then releases the finger. The terminal control unit 25 transmits operation information to the server device 10.

[0047] The hardware configuration of the terminal device 20 may be substantially the same as the hardware configuration of the server device 10 described above with reference to Fig. 1A. However, the hardware configuration of the terminal device 20 may differ from the hardware configuration of the server device 10 described above with reference to Fig. 1A in that the terminal device 20 includes a display device corresponding to the display unit 23.

[0048] (Fishing game) Next, a characteristic configuration of this embodiment will be described using a fishing game as an example.

[0049] FIG. 2 is a diagram showing an example of a screen of a fishing game.

[0050] In the example shown in FIG. 2, a screen is shown in which a user character is fishing with a fishing tackle object in hand. Strictly speaking, the fishing tackle object is a combination of various objects such as a rod, reel, line, hook, bait, etc., but here it is referred to as a "rod object" as a representative. The rod object is an item associated with the user character, and the user character and the rod object essentially form a single integrated game medium. Therefore, in the following description, "rod side" is essentially synonymous with "user character side."

[0051] Fig. 3 is an explanatory diagram of the gauge display G300 on the screen G200 of the fishing game. Fig. 4 is an explanatory diagram of each movement of the fish-side gauge G1 and the rod-side gauge G2 that can be realized according to the progress of the fishing game.

[0052] In this embodiment, the fishing game screen G200 includes a gauge display G300 that indicates the progress of the game, as shown in Fig. 3. The gauge display G300 extends linearly in the horizontal direction of the screen, and includes a fish-side gauge section G301 and a rod-side gauge section G302. In a modified example, the gauge display G300 may extend vertically on the screen, or may be circular or semicircular in shape. A display G10 that typically represents a fish object is associated with the fish-side gauge section G301. For example, the display G10 may be located on the right side of the right end of the fish-side gauge section G301. The display G10 may be fixed or movable. For example, the display G10 may have a movement (see arrow R403 in FIG. 4) in a manner linked to the expansion and contraction of the fish-side gauge G1, which will be described later. The display G10 may also change color and / or size depending on the value of any parameter (for example, a fish-side gauge parameter, which will be described later). The display G10 may also be displayed at the right end of the fish-side gauge G1, which will be described later, and move in a manner linked to the expansion and contraction of the fish-side gauge G1, which will be described later.

[0053] The fish-side gauge section G301 includes a fish-side gauge G1 (an example of a first gauge display) that visually represents the value of a fish-side gauge parameter (described later). The fish-side gauge G1 is extendable within a section from the left end to the right end. In this embodiment, as an example, the left end of the fish-side gauge G1 is the initial position (an example of a first initial position), and when it extends to the right end (an example of a first position) (arrow R301 in FIG. 3), it represents a "victory" for the fish. Note that in the case of a "victory" for the fish, the fish object escapes without being reeled in.

[0054] A display G20 representing a rod object is associated with the rod side gauge section G302. For example, the display G20 may be disposed on the left side of the left end of the rod side gauge section G302. The display G20 may be fixed or movable. For example, the display G20 may have a movement (see arrow R404 in FIG. 4) in a manner linked to the expansion and contraction of the rod side gauge G2 described later. The display G20 may also change in color and / or size depending on the value of any parameter (for example, a rod side gauge parameter described later). The display G20 may also be displayed at the left end of the rod side gauge G2 described later, and move in a manner linked to the expansion and contraction of the rod side gauge G2 described later.

[0055] The rod side gauge section G302 includes a rod side gauge G2 (an example of a second gauge display) that visually represents the value of a rod side gauge parameter (described later). The rod side gauge G2 is expandable within a section from the left end to the right end. The right end of the rod side gauge G2 is adjacent to the left end of the fish side gauge G1 in the left-right direction of the screen. In this embodiment, as an example, the right end of the rod side gauge G2 is the initial position (an example of a second initial position), and when it extends to the left end (an example of a second position) (arrow R302 in FIG. 3), it represents a "victory" for the rod side (i.e., the user character side). In the case of a "victory" for the rod side, a fish object is fished up. The fish object that has been fished up may be associated with a corresponding user ID as a state of being acquired by the corresponding user.

[0056] 5 and 6 are explanatory diagrams showing gauge displays according to comparative examples.

[0057] In this embodiment, as described above, the fish side gauge G1 and the rod side gauge G2 extend linearly in the left-right direction of the screen with their respective initial positions adjacent to each other and their respective limit positions furthest from each other in the left-right direction. The fish side gauge G1 and the rod side gauge G2 each change in an increasing / decreasing (expanding / contracting) manner (see arrows R401, R402). When the fish side gauge G1 and the rod side gauge G2 are in their respective initial positions, their extension is 0 and they may be substantially hidden.

[0058] In this embodiment, the fish side gauge G1 and the rod side gauge G2 each change in an increasing or decreasing manner (see arrows R401 and R402) based on the value of a common game parameter (described later). That is, despite using the value of a common game parameter (fish internal HP described later) (an example of a predetermined parameter), each of the fish side gauge G1 and the rod side gauge G2 can be changed. This makes it possible to more intuitively recognize the offensive and defensive (tug-of-war) between the rod side and the fish side, thereby increasing the interest of the game.

[0059] Here, the comparative example shown in FIG. 5 is a display mode in which the value of a common game parameter is represented by the position of a movable display G501 that resembles a fish. The position of the movable display G501 can be moved left and right from the initial position R510. Specifically, the position of the movable display G501 moves to the right as the fish side becomes dominant, and when it reaches the right end, it represents a "victory" for the fish side. Conversely, the position of the movable display G501 moves to the left as the rod side becomes dominant, and when it reaches the left end, it represents a "victory" for the rod side. In this display mode, the movable display G501 corresponding to the center position of the rope moves left and right in a manner similar to tug-of-war, so that it is possible to intuitively recognize which side is currently dominant. However, this display mode lacks novelty, and cannot represent the offensive and defensive (tug-of-war) between the rod side and the fish side in a realistic manner.

[0060] In the comparative example shown in FIG. 6, the fish and the rod are each given their own game parameter (for example, HP: Hit Point) value, and when the game parameter value of the fish (initial value is the maximum value Max at the right end) becomes 0 at the left end (arrow R601 in FIG. 6), the rod "wins." Conversely, when the game parameter value of the rod (initial value is the maximum value Max at the left end) becomes 0 at the right end (arrow R602 in FIG. 6), the fish "wins." This type of display mode is also used in normal battle games, so it lacks originality, and it is not possible to realistically express the offense and defense (tug-of-war) between the rod and the fish.

[0061] In contrast, according to the present embodiment, as described above, it is possible to realize a display mode that is innovative and allows the attack and defense (tug) between the rod side and the fish side to be more intuitively recognized.

[0062] Next, further details of this embodiment will be described with reference to FIG.

[0063] FIG. 7 is an example of a functional block diagram of game functions of the game system 1 related to the fishing game described above. FIG. 8 is an explanatory diagram of information related to a user. FIG. 9 is an explanatory diagram of information related to rod parameters. FIG. 10 is an explanatory diagram of information related to a fish object. FIG. 11 is an explanatory diagram of information related to fish parameters. FIG. 12 is an explanatory diagram of the length a of the fish side gauge G1 in the fish side gauge section G301. FIG. 13 is an explanatory diagram of the length c of the rod side gauge G2 in the rod side gauge section G302. In FIG. 8 (as well as the following similar FIG. 9), "***" indicates a state in which some information is stored, and "..." indicates a state in which similar information is repeatedly stored.

[0064] Each unit of the game system 1 described below may be realized by the server device 10 alone. In this case, the data output by the output processing unit 150 may be received by the terminal device 20 and output to the display unit 23. Alternatively, each unit of the game system 1 described below may be realized by the terminal device 20 alone. In this case, some information (information about other users) in the user information storage unit 134 described below may not be stored. Alternatively, each unit of the game system 1 described below may be realized by a combination of the server device 10 and the terminal device 20. In this case, for example, some or all of the functions of the output processing unit 150 (drawing processing portion) may be realized by the terminal device 20 alone.

[0065] The game system 1 includes an operation information acquisition unit 132, a user information storage unit 134, a fish information storage unit 136, a game processing unit 140, and an output processing unit 150. The game processing unit 140 includes a fish-side game processing unit 141, a rod-side game processing unit 142, a game start processing unit 143, a fish internal HP storage unit 144, and a game end processing unit 145.

[0066] The operation information acquisition unit 132, the processing units of the game processing unit 140 other than the fish internal HP storage unit 144, and the output processing unit 150 can be realized by the CPU 111 shown in Fig. 1A executing one or more programs stored in the storage device (e.g., ROM 113, etc.) shown in Fig. 1A. Note that, hereinafter, with regard to the processing of each unit, "calculation" is a concept that includes the process of simply reading out calculated values, setting values, etc. stored as data.

[0067] The user information storage unit 134 and the fish information storage unit 136 can be realized, for example, by the auxiliary storage device 114 shown in Fig. 1A. The fish internal HP storage unit 144 in the game processing unit 140 can be realized, for example, by the RAM 112 shown in Fig. 1A.

[0068] The operation information acquisition unit 132 acquires user operation information. The user operation information is generated in response to various operations by the user on the terminal device 20. The operation information may be generated by gestures, voice input, or the like. The operation information during the fishing game may include, for example, a tap operation on the screen of the terminal device 20, as described below. The operation information to be acquired is arbitrary, and may be an input based on motion capture that detects the attitude and movement of the terminal using an acceleration sensor or an angular velocity sensor, or an input based on gaze detection. In the case of gaze detection, a head-mounted display, smart glasses, or the like is suitable.

[0069] The user information storage unit 134 stores information about each of a plurality of users. The information about users will be described with reference to FIG. 8. FIG. 8 shows information about each of two users. The information about users includes various information unique to the users. For example, the information about users includes a user ID, a user name, a rank, information about the user character, information about the game medium used, and friend information.

[0070] The user ID is information that can uniquely identify a user. Hereinafter, the user ID is also simply referred to as the user.

[0071] The user name is information indicating the name of the user. Unlike the user ID, the user name does not necessarily have to be able to uniquely identify the user. The user name may be arbitrarily determined and changed in response to a user operation on the terminal device 20.

[0072] The rank is a parameter indicating the user's level of proficiency in games in general (or in a fishing game). In this embodiment, the rank value may increase as the user plays the game. The higher the rank, the higher the user's level of proficiency in games.

[0073] The information on the user character is related to a user character that the user operates in the virtual space. The information on the user character may include a character ID that identifies the user character and information for drawing.

[0074] The information on the game media to be used relates to the game media to be used by the user in the competitive game part. In this embodiment, the game media to be used includes game media to be used in a fishing game. The game media to be used in a fishing game includes fishing equipment (rods, etc.) as described above. The game media to be used in a fishing game may also include information on usable bait (including artificial bait).

[0075] The friend information indicates user IDs of users in a friend relationship. For example, if user A is in a friend relationship with users B and C, the friend information associated with user A includes the user IDs of users B and C. Note that a friend relationship is realized through a friend request or the like. In this way, the friend information includes the user IDs of other users associated with the user unidirectionally or bidirectionally. Note that users in a friend relationship may be able to communicate with each other, for example, by sending and receiving messages on the game system 1. Note that the information about a user may include information indicating a group to which the user belongs (for example, a guild or party) instead of or in addition to the friend information.

[0076] The content of the information about the user is not limited to the above. For example, the information about the user may further include information indicating a predetermined number of points held by the user in the game. The points are consumed by the user to play game parts. The amount of the points consumed may differ for each game part. The points may increase, for example, over time or in response to the use of a predetermined game medium.

[0077] In this embodiment, the information relating to the game media used shown in Fig. 8 may include information relating to rod parameters (hereinafter also referred to as "rod parameter information"). Fig. 9 shows an example of rod parameter information. In the example shown in Fig. 9, rod parameter information relating to one specific rod is shown. When there are multiple types of rods that can be used, rod parameter information may be set for each rod.

[0078] The rod parameter information includes a rod event (an example of a second event) and a change parameter value for each rod event. A rod event is an event that reduces the value of the fish's internal HP (Hit Point), which will be described later, and the change parameter value indicates the amount of reduction. In the example shown in FIG. 9, a tap operation event and a timeout event that occurs every predetermined time are defined as two rod events, and change parameter values ​​-α1 and -α2 are associated with each rod event. In this case, when a tap operation event is detected, the value of the fish's internal HP is reduced by α1. Also, when a timeout event that occurs every predetermined time is detected, the value of the fish's internal HP is reduced by α2. Note that a timeout event is an event that occurs every predetermined time, and is an event that occurs every predetermined time ΔT 竿 A timer that is reset every time a timeout occurs corresponds to the event. 竿 may be defined as a specific numerical value, and may be defined in a manner that may differ for each rod. Furthermore, the change parameter values ​​-α1, -α2 may change according to the rank, etc., of the information about the user. For example, they may be the same or different for each rod event. Furthermore, the change parameter value may be different for each rod rank or type, and may be set appropriately according to the game medium used in the game or the user information. This is because the predetermined time ΔT 竿 The same applies to.

[0079] The rod event shown in FIG. 9 is merely an example, and the rod event may include a tap operation event occurring a predetermined number of times or more within a predetermined period, a change in the game situation occurring with a predetermined probability (for example, a storm occurring at a fishing spot in the game, etc.), etc. Also, the rod event may include a specific operation (long tap operation, flick operation, swipe operation, etc.) via a touch panel or controller, input of a specific command (including various combinations such as a specific operation on a joystick or an operation of a specific button in a specific pattern), a specific gesture input, a voice input, etc. Also, the content of the rod event may vary depending on the game medium used in the game and the user information.

[0080] The fish information storage unit 136 stores information about fish objects that are to be caught in a fishing game. The fish information storage unit 136 stores information about each of a plurality of fish objects. The information about the fish objects will be described with reference to FIG. 10. FIG. 10 shows information about each of two fish objects. The information about the fish objects includes various information unique to the fish objects. For example, the information about the fish objects includes a fish ID, a fish name, a rank, and information about fish parameters (hereinafter also referred to as "fish parameter information").

[0081] The fish ID is information that can uniquely identify a fish object. The fish name is information that indicates the name of the fish.

[0082] The rank is a parameter that indicates the strength of a fish (how difficult it is to catch) in a fishing game. In this embodiment, the rank value differs depending on the attributes of the fish. For example, tuna has a higher rank value than sardines.

[0083] The fish parameter information includes fish events that cause changes in fish HP, which will be described later, and the values ​​of the change parameters for each fish event.

[0084] Fig. 11 shows an example of fish parameter information. In the example shown in Fig. 11, fish parameter information related to one specific fish is shown. Fish parameter information may be set for each fish. In addition, even if the fish are of the same type, the fish parameter information may be set for each size.

[0085] The fish parameter information includes a fish event (an example of a first event) and a change parameter value for each fish event. A fish event is an event that increases the value of the fish's internal HP, and the change parameter value indicates the amount of increase. In the example shown in FIG. 11, a timeout event that occurs every predetermined time is defined as one fish event, and a change parameter value β1 is associated with this fish event. In this case, when a timeout event that occurs every predetermined time is detected, the value of the fish's internal HP is incremented by β1. Note that a timeout event is an event that occurs every predetermined time, and in this embodiment, a timeout event is defined as an event that occurs every predetermined time ΔT 魚 A timer that is reset every time a timeout occurs corresponds to the event. 魚 may be defined as a specific numerical value, and may be defined in a manner that may differ for each fish object. For example, the predetermined time ΔT 魚 The higher the rank of the fish object, the longer the time ΔT 魚 The change parameter value β1 may be different for each fish object such that the change parameter value β1 is shorter as the rank of the fish object increases. Similarly, the change parameter value β1 may be different for each fish object such that the change parameter value β1 is larger as the rank of the fish object increases. The content of the fish event may be different depending on the type of fish object.

[0086] The game processing unit 140 executes game processing relating to the fishing game.

[0087] As described above, the game processing unit 140 includes the fish-side game processing unit 141 , the rod-side game processing unit 142 , the game start processing unit 143 , the fish's internal HP memory unit 144 , and the game end processing unit 145 .

[0088] The fish-side game processing unit 141 includes a fish event processing unit 1410 and a fish HP increase processing unit 1412 .

[0089] The fish event processing unit 1410 detects a fish event. The fish event is as described above with reference to Fig. 11. For example, if the fish event is a timeout event that occurs every predetermined time, the fish event processing unit 1410 detects a fish event every predetermined time ΔT 魚 Based on a timer that is reset every time the timer times out, a fish event may be detected.

[0090] The fish HP increase processing unit 1412 increases the value of the fish's internal HP based on a fish event. Specifically, the fish HP increase processing unit 1412 increases the value of the fish's internal HP based on one fish event by the value of a change parameter associated with the one fish event (e.g., β1 in FIG. 11).

[0091] The rod-side game processing unit 142 includes a rod event processing unit 1420 and a fish HP reduction processing unit 1422.

[0092] The rod event processing unit 1420 detects a rod event. The rod event is as described above with reference to Fig. 9. For example, when the rod event is a tap operation event, the fish event processing unit 1410 may detect the tap operation event based on the operation information acquired by the operation information acquisition unit 132.

[0093] The fish HP reduction processing unit 1422 reduces the value of the fish's internal HP based on a rod event. Specifically, the fish HP reduction processing unit 1422 reduces the value of the fish's internal HP based on one rod event by the value of the change parameter associated with that one rod event (for example, α1 in FIG. 9).

[0094] The game start processing unit 143 executes processes related to the fishing game, such as preparing to start the game, etc. For example, the game start processing unit 143 executes processes such as accepting a user's selection of an item (e.g., selection of bait) and adjusting the rod level.

[0095] The fish internal HP storage unit 144 stores and updates the value of the fish internal HP that changes dynamically while the fishing game is in progress. Specifically, when the fish internal HP value is increased by the fish HP increase processing unit 1412, and when the fish internal HP value is decreased by the fish HP decrease processing unit 1422, the fish internal HP storage unit 144 stores the changed value. Note that, when the increase in the fish internal HP value by the fish HP increase processing unit 1412 and the decrease in the fish internal HP value by the fish HP decrease processing unit 1422 occur simultaneously (in the same processing cycle), the value after they are offset may be stored. In this case, when the amount of increase in the fish internal HP value by the fish HP increase processing unit 1412 and the amount of decrease in the fish internal HP value by the fish HP decrease processing unit 1422 are the same, the fish internal HP value does not change.

[0096] In this embodiment, the fish internal HP storage unit 144 may store and update a history of changes in the fish's internal HP value in the fishing game, as well as maximum HP values ​​and minimum HP values, which will be described later, during the progress of the fishing game.

[0097] The game end processing unit 145 generates a game end event when a game end condition is met. Max And lower limit HP Min This is met when either of the following is reached: Max is greater than the initial value of the fish's internal HP (the value at the start of the game) and is equal to or greater than the lower limit HP Min is smaller than the initial value of the fish's internal HP. In this embodiment, as an example, the initial value of the fish's internal HP is "200", and the upper limit HP Max is "400", and the lower limit HP Min is assumed to be “0”.

[0098] The game end condition may be satisfied when other end conditions are also satisfied, such as when the time elapsed since the start of the game reaches an upper limit time, when the user inputs a forced end command, etc.

[0099] In a modified example, the game end processing unit 145 may generate a game end event when a game end condition is met, in addition to or instead of the game end event. The game end condition is when the value of the fish's internal HP exceeds the end upper limit HP Max1 And the lower limit HP Min1 In this case, the upper limit HP Max1 is the upper limit HP Max Also, the lower limit HP Min1 is the lower limit HP Min When the game division condition is met, the fish-side gauge section G301 or the rod-side gauge section G302 described above with reference to Figures 3 and 4 may be reset after reaching the end position.

[0100] The output processing unit 150 executes the output processing and the like related to the fish side gauge unit G301 and the rod side gauge unit G302 described above with reference to FIGS.

[0101] The output processing unit 150 includes a fish-side output processing unit 151 and a rod-side output processing unit 152 .

[0102] The fish-side output processing unit 151 executes the output processing and the like related to the fish-side gauge unit G301 described above with reference to FIG.

[0103] The fish-side output processing unit 151 includes a fish-side gauge parameter updating unit 1510 and a fish gauge drawing processing unit 1512 .

[0104] The fish gauge parameter update unit 1510 changes the value of the fish gauge parameter (an example of a first display parameter) associated with the fish object when the value of the fish internal HP changes during the progress of the game.

[0105] In this embodiment, the fish gauge parameter update unit 1510 uses the minimum value (hereinafter also referred to as the "minimum HP value") among the values ​​of the fish's internal HP updated during the game (the history of changes in the stored values ​​in the fish's internal HP storage unit 144).Max The difference value is the largest value (an example of a first maximum difference value) with respect to the minimum HP value, the current value of the internal HP of the fish, and the upper limit value HP Max Based on this, the current value of the fish side gauge parameter is calculated.

[0106] At this time, the current value of the fish gauge parameter is the upper limit HP Max This is the ratio of the difference between the current internal HP value of the fish and the minimum HP value, when the difference between the current internal HP value and the minimum HP value is set to 1. That is, Current value of the fish gauge parameter = (Current value of the fish internal HP - Minimum HP value) / (Upper HP value Max -Minimum HP value) Equation (1) The minimum HP value at the start of the game is the same as the initial value. In the modified example, the current value of the fish gauge parameter is the upper limit HP Max The ratio of the difference between the initial value of the internal HP of the fish and the current value of the internal HP of the fish to the difference between the initial value of the internal HP of the fish and the current value of the internal HP of the fish when the difference between the initial value of the internal HP of the fish and the current value of the internal HP of the fish is set to 1. That is, Current value of the fish gauge parameter = (Current value of the fish internal HP - Initial value of the fish internal HP) / (Upper limit HP Max - Initial value of internal HP of fish) Equation (2) In this case, however, when the minus (the current value of the fish's internal HP) is equal to or less than 0, the current value of the fish's gauge parameter may be set to 0.

[0107] In this embodiment, the current value of the fish gauge parameter is the upper limit value HP Max This is the ratio of the magnitude of the difference between the current value of the fish's internal HP and the minimum HP value, when the magnitude of the difference between the current value and the minimum HP value is set to 1, but any other value based on this ratio may be used. For example, the current value of the fish-side gauge parameter may be a value that is different from this ratio but can be uniquely derived from this ratio (for example, the value of formula (1A) described later).

[0108] The fish gauge drawing processing unit 1512 expands or contracts the fish-side gauge G1 of the fish-side gauge section G301 in the manner described above with reference to Fig. 3 etc. In this embodiment, the fish gauge drawing processing unit 1512 draws the fish-side gauge G1 in a manner that can expand or contract depending on the current value of the fish-side gauge parameter calculated by the fish-side gauge parameter update unit 1510.

[0109] At this time, the fish gauge drawing processing unit 1512 calculates the current value of the length a of the fish side gauge G1 so that a / b = the current value of the fish side gauge parameter, when the length of the fish side gauge G1 is "a" and the length of the fish side gauge part G301 (the maximum length of the fish side gauge G1) is "b", as shown in Figure 12.

[0110] In this case, the smaller the minimum HP value, the smaller the growth rate of the fish side gauge G1 (growth per unit increase in the fish's internal HP value). Hereinafter, this function of dynamically changing the growth rate of the fish side gauge G1 during the game will be referred to as the "dynamic change function of gauge growth rate."

[0111] For example, assume that, as Case 1, when the minimum HP value is 100, the fish's internal HP value increases from 250 to 350.

[0112] When the fish's internal HP value is 250, the current values ​​of the fish's gauge parameters are as follows:

[0113] (250-100) / (400-100)=150 / 300(=1 / 2) When the fish's internal HP value is 350, the current values ​​of the fish's gauge parameters are as follows:

[0114] (350-100) / (400-100)=250 / 300(=5 / 6) Therefore, when the value of the fish's internal HP increases from 250 to 350, the length a of the fish side gauge G1 increases by 1 / 3.

[0115] Next, as Case 2, assume that the minimum HP value is 150 and the fish's internal HP value increases from 250 to 350.

[0116] When the fish's internal HP value is 250, the current values ​​of the fish's gauge parameters are as follows:

[0117] (250-150) / (400-150)=100 / 250(=2 / 5) When the fish's internal HP value is 350, the current values ​​of the fish's gauge parameters are as follows:

[0118] (350-150) / (400-150)=200 / 250(=4 / 5) Therefore, if the fish's internal HP value increases from 250 to 350, the value of the fish's gauge parameter increases by 2 / 5. Since 2 / 5>1 / 3, the growth rate of the fish side gauge G1 is smaller in case 1, where the minimum HP value is relatively small, than in case 2.

[0119] However, if the object of comparison is the length a of the fish-side gauge G1 itself, when the value of the fish's internal HP is the same 250 (the same also applies to other values ​​such as 350), in case 2, a = 100 / 250 (= 2 / 5), which is shorter than a = 150 / 300 (= 1 / 2) in case 1. In other words, the dynamic change function of the gauge elongation rate for the fish-side gauge G1 can also be said to be a function that changes the length a of the fish-side gauge G1 depending on differences in the minimum HP value, even for the same fish internal HP value.

[0120] Furthermore, this configuration is essentially equivalent to a configuration in which the current value of the fish side gauge parameter is calculated using the following equation (1A) instead of equation (1), and the current value of the length a of the fish side gauge G1 is calculated so that (ba) / b = the current value of the fish side gauge parameter. Current value of the fish gauge parameter = (upper limit HPMax - current value of the fish internal HP) / (upper limit HPMax - minimum HP value) Formula (1A) The relationship is: current value of fish-side gauge parameter according to formula (1A)=(1-current value of fish-side gauge parameter according to formula (1)). In the case of the modified formula (2), the fish gauge drawing processor 1512 also calculates the current value of the length a of the fish side gauge G1 so that a / b=the current value of the fish side gauge parameter. In this case, although the above-mentioned function of dynamically changing the gauge elongation rate cannot be obtained, the effect described above with reference to Figs. 3 and 4 can be obtained.

[0121] The rod side output processing unit 152 executes the output processing and the like related to the rod side gauge unit G302 described above with reference to FIG.

[0122] The rod side output processing unit 152 includes a rod side gauge parameter update unit 1520 and a rod gauge drawing processing unit 1522.

[0123] The rod side gauge parameter update section 1520 changes the value of the rod side gauge parameter (an example of a second display parameter) associated with the rod object when the value of the fish internal HP changes during the progress of the game.

[0124] In this embodiment, the rod gauge parameter update unit 1520 uses the maximum value (hereinafter also referred to as the "maximum HP value") among the values ​​of the fish's internal HP updated during the game (the history of changes in the values ​​in the fish's internal HP storage unit 144). Note that the maximum HP value is calculated based on the lower limit HP Min The difference is the largest value (an example of a second maximum difference value) with respect to the maximum HP value, the current value of the internal HP of the fish, and the lower limit HP Min Based on this, the current value of the rod side gauge parameter is calculated.

[0125] At this time, the current value of the rod side gauge parameter is the lower limit HP Min The lower limit HP when the difference between and the maximum HP value is 1. Min This value is obtained by subtracting from 1 the ratio of the magnitude of the difference between the current value of the internal HP of the fish and the current value of the internal HP of the fish. Current value of rod side gauge parameter = 1 - (Current value of fish internal HP - Lower limit HP Min ) / (Max HP - Min HPMin ) Formula (3) The maximum HP value at the start of the game is equal to the initial value.

[0126] In this embodiment, the lower limit HP Min Since is “0”, equation (3) can also be rewritten as the following equation (3A). Current value of rod side gauge parameter = 1 - (current value of fish internal HP) / (maximum HP value) Formula (3A) HP Lower Limit Min If is "0", the lower limit HP Min may not appear, but the formula (3A) is the lower limit HP Min This is also true for the above-mentioned formula (1A). Max If is "0", the same applies to the above formula (1).

[0127] In this embodiment, the current value of the rod side gauge parameter is the lower limit value HP Min The lower limit HP when the difference between and the maximum HP value is 1. Min and the current value of the fish's internal HP from 1, but any other value based on the current value may be used. For example, the current value of the fish-side gauge parameter may be a different value that is different from the current value but can be uniquely derived from the current value.

[0128] The rod gauge drawing processing unit 1522 expands or contracts the rod side gauge G2 of the rod side gauge section G302 in the manner described above with reference to Fig. 3 etc. In this embodiment, the rod gauge drawing processing unit 1522 draws the rod side gauge G2 in a manner that can be expanded or contracted according to the current value of the rod side gauge parameter calculated by the rod side gauge parameter update unit 1520.

[0129] At this time, the rod gauge drawing processing unit 1522 sets the length of the rod side gauge G2 to "c" and the length of the rod side gauge section G302 (maximum length of the rod side gauge G2) to "d" as shown in FIG. 13, and determines c / d = the current value of the rod side gauge parameter.

[0130] In this case, the larger the maximum HP value, the smaller the growth rate of the rod side gauge G2 (growth per unit increase in the value of the fish's internal HP). In this way, the rod side gauge G2 also has a function that dynamically changes the growth rate of the rod side gauge G2 during the game (dynamic change function of gauge growth rate).

[0131] For example, assume Case 3, where the maximum HP value is 300 and the fish's internal HP value decreases from 250 to 150. When the fish's internal HP value is 250, the current values ​​of the rod-side gauge parameters are as follows: 1-(250-0) / (300-0)=5 / 30(=1 / 6) When the fish's internal HP value is 150, the current values ​​of the rod-side gauge parameters are as follows: 1-(150-0) / (300-0)=15 / 30(=1 / 2) Therefore, if the fish's internal HP value decreases from 250 to 150, the value of the rod-side gauge parameter will increase by 1 / 3. Next, as Case 4, assume that when the maximum HP value is 350, the fish's internal HP value decreases from 250 to 150. When the fish's internal HP value is 250, the current values ​​of the rod-side gauge parameters are as follows: 1-(250-0) / (350-0)=10 / 35(=2 / 7) When the fish's internal HP value is 150, the current values ​​of the rod-side gauge parameters are as follows: 1-(150-0) / (350-0)=20 / 35(=4 / 7) Therefore, if the fish's internal HP value decreases from 250 to 150, the value of the rod-side gauge parameter will increase by 2 / 7. Since 2 / 7<1 / 3, the elongation rate of the rod side gauge G2 is smaller in case 4, where the maximum HP value is relatively large, than in case 3.

[0132] However, if the subject of comparison is the length c of the rod-side gauge G2 itself, when the value of the fish's internal HP is the same 250 (the same also applies to other values ​​such as 150), in case 4, c = 10 / 35 (= 2 / 7), which is longer than c = 5 / 30 (= 1 / 6) in case 3. In other words, the dynamic gauge elongation rate change function for the rod-side gauge G2 can be said to be a function that changes the length c of the rod-side gauge G2 depending on differences in the maximum HP value, even for the same fish internal HP value. In this embodiment, the minimum HP value and the maximum HP value are taken into consideration, and a dynamic change function of the gauge extension rate of the fish side gauge G1 and the rod side gauge G2 can be realized. Here, the game situation is shown as follows: a minimum HP value stored during the game is low = the rod has an advantage, and a maximum HP value is high = the fish has an advantage. Therefore, according to this embodiment, a dynamic change function of the gauge extension rate of the fish side gauge G1 and the rod side gauge G2 according to the game situation can be realized. This makes it possible to express the "stickiness of the power relationship" or "(the balance is broken) collapses all at once" as seen in the real world in the expression of the balance of power in virtual space, which tends to be expressed digitally as on and off. For example, it is possible to express the tension of pulling each other to the brink of releasing a rubber band. Specifically, in the above-mentioned calculation method, the higher the maximum HP value, the lower the gauge extension rate of the rod side gauge G2, which gives the player the feeling that it is difficult to turn the game around, and it is possible to express a situation where the players are pulling each other to the limit. Also, the lower the minimum HP value, the less the fish gauge G1 grows, so the player can feel that the rod side is progressing in an advantageous manner (the rod side is about to overwhelm the player all at once). That is, even if the fish's internal HP is the same, the gauge growth rate of the gauges (fish gauge G1 and rod gauge G2, the same below) can be varied according to the game situation at that time (maximum HP value and minimum HP value), so that the tense progress of the game can be expressed. Also, by expressing the rod side and the fish side gauges based on the value of the fish's internal HP, while expressing an equilibrium relationship as if they were a single gauge, the actions of the rod side and the fish side can be expressed separately by each gauge, so that the execution of interactive actions between the two sides can be expressed.

[0133] In addition, even in a terminal device 20 with a small screen such as a smartphone, which has a limited range of expression compared to a terminal device 20 with a large screen, the gauges of both players are displayed, so the tension of the opponents being in a state of antagonism can be effectively expressed. In particular, in a terminal device 20 using a touch panel, the range of the UI (User Interface) is limited because there is a range used for operation, but this embodiment is effective because it can effectively express the above-mentioned tension in a small occupying range. Furthermore, in a touch panel, the user does not feel the sensation of pressing a button, so there is little feedback on the operation and it is difficult to feel the sense of operation. In contrast, in this embodiment, a virtual operation feeling can be expressed by enabling various expressions regarding the power relationship as described above. On the other hand, even in a display on an HMD or a large stationary screen, the above-mentioned effects can be expressed in a small occupying range, so the freedom of expression of the arrangement position and the positional relationship with other UIs can be increased. In addition, in order to express the sense of tension and tension of the game, a method of drawing special productions and effects can be considered, but there is a possibility that the processing load of drawing will increase. On the other hand, in this embodiment, the amount of change of each gauge is simply varied according to the changing value of the gauge, so that the load of the rendering process can be suppressed and the sense of urgency of the game progress can be expressed so that the user can intuitively recognize it. This effect is particularly noticeable when the terminal device 20 is a mobile terminal or HMD that cannot be equipped with a high-performance GPU (Graphics Processing Unit) and has poor rendering processing capabilities.

[0134] Next, an example of the operation of the game system 1 according to this embodiment will be described with reference to FIG. 14 and subsequent figures.

[0135] Fig. 14 is a schematic flow chart showing an example of the processing executed by the game system 1 for the fishing game described above. The processing shown in Fig. 14 is started when a transition event occurs in the fishing game to a state in which it is possible to catch a fish object, and may be repeatedly executed at predetermined intervals. Note that the transition event is arbitrary, but may be, for example, an event in which a pull by the fish object occurs and then a hook strike (first tap operation) by the rod object occurs.

[0136] In the flowchart shown in FIG. 14, the order of the steps may be changed as long as the relationship between the input and output of each step is not lost.

[0137] In step S1400, the game system 1 determines whether the game timer has timed out. The game timer is a timer that measures the maximum time (upper limit time) that one fishing game can continue, and is reset when the fishing game starts. Note that the maximum time (upper limit time) that one fishing game can continue may differ for each fish object, and may be set shorter for a higher-ranked fish object, for example. If the determination result is "NO", the process proceeds to step S1402, and otherwise the process proceeds to step S1414.

[0138] In step S1402, the game system 1 acquires and stores operation information for the current processing cycle. Note that the operation information may be stored (accumulated) as a history for each fishing game.

[0139] In step S1404, the game system 1 determines whether the fish timer has timed out. The fish timer is a timer that generates a fish-side event, and is reset when the fishing game starts. The fish timer is set to a predetermined time ΔT 魚 Each time, a timeout occurs and the device is reset (restarted). If the determination result is "YES", the process proceeds to step S1406, and otherwise the process proceeds to step S1408.

[0140] In step S1406, the game system 1 increases the value of the fish's internal HP, and updates the stored value (the value of the fish's internal HP) in the fish's internal HP storage unit 144. At this time, if the value of the fish's internal HP updates the maximum HP value in the current fishing game, the new maximum HP value may be stored in the fish's internal HP storage unit 144. Note that the amount of increase in the value of the fish's internal HP for each fish-side event is determined by the value of the change parameter in the fish parameter information associated with the corresponding fish object, as described above with reference to FIG. 11.

[0141] In step S1408, the game system 1 judges whether or not a tap operation event (rod-side event) has occurred based on the operation information obtained in step S1402. Note that the tap operation event may be a single tap operation, or may be one of a series of tap operations or a predetermined number of operations. If the judgment result is "YES", the process proceeds to step S1410, and otherwise the process proceeds to step S1412.

[0142] In step S1410, the game system 1 reduces the value of the HP inside the fish, and updates the stored value (the value of the HP inside the fish) in the fish internal HP storage unit 144. At this time, if the value of the HP inside the fish updates the minimum HP value in the current fishing game, the new minimum HP value may be stored in the fish internal HP storage unit 144. Note that the amount by which the value of the HP inside the fish is reduced for each rod-side event is determined by the value of the change parameter in the rod parameter information associated with the corresponding rod object, as described above with reference to FIG. 9.

[0143] In step S1412, the game system 1 determines whether the internal HP of the fish is equal to or lower than the upper limit HP Max If the determination result is "YES", the process proceeds to step S1414, otherwise the process proceeds to step S1416.

[0144] In step S1414, the game system 1 generates and outputs a game end screen showing the victory of the fish side, and ends the processing for the current fishing game. Note that the game end screen may include information such as the result of the current fishing game.

[0145] In step S1416, the game system 1 determines whether the value of the internal HP of the fish is equal to or lower than the lower limit HP Min If the determination result is "YES", the process proceeds to step S1418, otherwise the process proceeds to step S1420.

[0146] In step S1418, the game system 1 generates and outputs a game end screen showing the victory of the fishing rod side, and ends the processing for the current fishing game. Note that the game end screen may include information such as the result of the current fishing game.

[0147] In step S1420, the game system 1 updates the values ​​of the fish's gauge parameters based on the stored values ​​(values ​​of the fish's internal HP) in the fish's internal HP storage unit 144. The method for updating the values ​​of the fish's gauge parameters is as described above in relation to the fish's gauge parameter update unit 1510.

[0148] In step S1422, the game system 1 updates the values ​​of the rod side gauge parameters based on the stored values ​​(values ​​of the fish's internal HP) in the fish internal HP storage unit 144. The method for updating the values ​​of the rod side gauge parameters is as described above in relation to the rod side gauge parameter update unit 1520.

[0149] In step S1424, the game system 1 updates the fish side gauge G1 and the rod side gauge G2 of the gauge display G300 based on the values ​​of the fish side gauge parameters and the rod side gauge parameters updated in steps S1420 and S1422. The method of updating the lengths of the fish side gauge G1 and the rod side gauge G2 is as described above with reference to the fish gauge drawing processing unit 1512 and the rod gauge drawing processing unit 1522.

[0150] Although each embodiment has been described in detail above, the present invention is not limited to a specific embodiment, and various modifications and changes are possible within the scope of the claims. In addition, it is also possible to combine all or a plurality of the components of the above-described embodiments.

[0151] For example, in the above-mentioned embodiment, a characteristic configuration has been described for a fishing game, but such a characteristic configuration can be applied to any battle game other than a fishing game. For example, in a fighting game, a gauge display related to one player and a gauge display related to the other player may be updated while increasing or decreasing the value of a common predetermined parameter according to each event. Furthermore, the battle game is not limited to a one-to-one battle, but may be a one-to-many battle. In this case, the gauge display related to the other players may be a single gauge display. In this case, the value of the display parameter of the single gauge related to the other players may be changed according to the occurrence of a tap operation event of each player, for example. Furthermore, the present invention is also applicable to a battle between three people such as a three-way battle, or a battle between four or more people. In this case, for example, the gauge displays related to each player may be arranged in parallel, or may be arranged in a manner extending radially from the center. Furthermore, the opponent is not limited to a Non-player Character (NPC), but may be a person. Furthermore, the battle may be between groups. In this case, the gauge display related to one group may be a single gauge display. In this case, for one gauge related to one group, the value of a display parameter may be changed in response to the occurrence of a tap operation event by each player forming the group, for example.

[0152] In the above embodiment, the dynamic change function of the gauge elongation rate is such that the smaller the minimum HP value, the smaller the elongation rate of the fish-side gauge G1 (elongation per unit increase in the value of the fish's internal HP), but the opposite is also possible. That is, the dynamic change function of the gauge elongation rate is such that the smaller the minimum HP value, the larger the elongation rate of the fish-side gauge G1. The same is true for the rod-side gauge G2.

[0153] In the above-described embodiment, regarding the dynamic change function of the gauge elongation rate, the fish-side gauge parameter update unit 1510 and the rod-side gauge parameter update unit 1520 change the elongation rate of the fish-side gauge G1 and the rod-side gauge G2 based on predetermined information (e.g., minimum HP value and maximum HP value) that indicates the change in the value of the fish's internal HP during the progress of the corresponding fishing game, but this is not limited to this. Equivalently, the fish-side gauge parameter update unit 1510 and the rod-side gauge parameter update unit 1520 may change the elongation rate of the fish-side gauge G1 and the rod-side gauge G2 based on the change in the value of the fish's internal HP during the progress of the corresponding fishing game. In the above-described embodiment, regarding the dynamic change function of the gauge elongation rate, both the fish-side gauge parameter update unit 1510 and the rod-side gauge parameter update unit 1520 change the elongation rate of the fish-side gauge G1 and the rod-side gauge G2, but this is not limited to this. In other words, only one of the fish side gauge parameter update section 1510 and the rod side gauge parameter update section 1520 may change the elongation rate of the fish side gauge G1 or the rod side gauge G2.

[0154] In the above embodiment, the gauge display G300 extends linearly in the horizontal direction of the screen, but as described above, it may be in the form of a circle or a semicircle. In this case, a figure such as a circle may be enlarged or reduced as the value of the display parameter such as the rod side gauge parameter increases or decreases. The color of the gauge display G300 may also change as it expands or contracts. Note that such a color change does not depend on the form of the gauge display G300, and can also be applied to a linear gauge. The form of the gauge display G300 itself may change as the value of the display parameter such as the rod side gauge parameter increases or decreases. In addition, vibration may be output by an actuator that may be attached to the user's body according to the value of the rod side gauge parameter. In this case, the vibration mode may change according to the value of the rod side gauge parameter, such that the vibration becomes larger as the value of the rod side gauge parameter increases.

[0155] In the above embodiment, the fish event and the rod event are different types of events, but they may be the same. For example, the fish event and the rod event may both be tap operation events. [Explanation of symbols]

[0156] 1. Game System 10. Server device 11 Server Communication Section 12 Server memory section 13 Server control unit 20 Terminal Equipment 21 Terminal communication unit 22 Terminal memory section 23 Display section 24 Input section 25 Terminal control unit 30 Network 114 Auxiliary storage 115 Drive device 116 Recording media 117 Communication Interface 119 Bus 125 Wired Transmitter / Receiver 126 Radio Transmitter / Receiver 132 Operation information acquisition unit 134 User information storage unit 136 Fish information storage section 140 Game Processing Unit 141 Fish side game processing unit 142 Rod side game processing unit 143 Game start processing unit 144 Fish internal HP storage unit 145 Game end processing section 150 Output Processing Section 151 Fish side output processing unit 152 Rod side output processing unit 1410 Fish event processing unit 1412 Fish HP increase processing unit 1420 Rod Event Processing Unit 1422 Fish HP reduction processing unit 1510 Fish side gauge parameter update unit 1512 Fish gauge drawing processing unit 1520 Rod side gauge parameter update unit 1522 Rod gauge drawing processing unit

Claims

1. a game process for performing game processing relating to a game executable between the first game medium and the second game medium; causing a computer to execute an output process of outputting a progress status of the game process via a first display medium corresponding to the first game medium and a second display medium corresponding to the second game medium; The game processing includes: a first event process for detecting a first event associated with the first game medium during the progress of the game; a second event process for detecting a second event associated with the second game medium during the progress of the game; a first parameter process for changing a value of a predetermined parameter based on the first event; A second parameter process for changing a value of the predetermined parameter based on the second event, The output process includes: a first display process for changing a value of a first display parameter associated with the first display medium when a value of the predetermined parameter changes during the progress of the game; a second display process for changing a value of a second display parameter associated with the second display medium when a value of the predetermined parameter changes during the progress of the game, A program in which at least one of the first display process and the second display process changes a rate of change of the value of the display parameter relative to a change in the value of the specified parameter during the progress of the game.

2. 2. The program according to claim 1, wherein at least one of the first display process and the second display process changes the rate of change based on a change in the value of the specified parameter during the progress of the game or specified information representing the change in the value of the specified parameter.

3. The program according to claim 2 , wherein the predetermined information includes a detection history of at least one of the first event and the second event during the progress of the game.

4. The program according to claim 1 , wherein the first event and the second event include a predetermined input from a user or a value of an event parameter that changes periodically or irregularly during the progress of the game reaching a predetermined value.

5. The program according to claim 2 , wherein the change includes a minimum value or a maximum value of the predetermined parameter that is updated during the progress of the game.

6. the first parameter processing is for changing a value of the predetermined parameter to one of an increase and decrease directions based on the first event; the game processing further includes a first progress processing for generating an end event or a dividing event of the game when a value of the predetermined parameter reaches a first limit value of the one side, 2. The program according to claim 1, wherein the first display process calculates a current value of the first display parameter based on a first maximum difference value, which is the largest difference from the first limit value among the values ​​of the specified parameter updated during the progress of the game, the current value of the specified parameter, and the first limit value.

7. The program according to claim 6, wherein the current value of the first display parameter is based on a ratio of a magnitude of a difference between the current value of the specified parameter and an initial value or the first maximum difference value of the specified parameter when the magnitude of the difference between the first limit value and an initial value or the first maximum difference value of the specified parameter is set to 1.

8. the second parameter processing is for changing the value of the predetermined parameter to the other of the increasing and decreasing directions based on the second event; the game processing further includes a second progress processing for detecting an end event or a dividing event of the game when a value of the predetermined parameter reaches a second limit value of the other side, The program according to claim 6, wherein the second display process calculates a current value of the second display parameter based on a second maximum difference value, which is the largest difference from the second limit value among the values ​​of the specified parameter updated during the progress of the game, the second limit value, and the current value of the specified parameter.

9. The program according to claim 8, wherein the current value of the second display parameter is based on a value obtained by subtracting from 1 the ratio of the magnitude of the difference between the current value of the specified parameter and the second limit value when the magnitude of the difference between the second maximum difference value and the second limit value is 1.

10. The output process includes: a first drawing process for drawing a first gauge display in a manner that can be expanded or contracted according to a current value of the first display parameter between a first position corresponding to the first limit value and a first initial position corresponding to an initial value of the predetermined parameter; 9. The program according to claim 8, further comprising a second drawing process for drawing a second gauge display in a manner that can be expanded or contracted depending on a current value of the second display parameter between a second position corresponding to the second limit value and a second initial position corresponding to an initial value of the specified parameter.

11. 11. The program according to claim 10, wherein the first gauge display and the second gauge display extend linearly in the left-right direction of the screen such that the first initial position and the second initial position are adjacent to or coincident with each other and the first position and the second position are furthest from each other in the left-right direction.

12. A program described in any one of claims 8 to 11, wherein the output processing further outputs a result indicating an advantage or victory of the first game medium over the second game medium when the value of the specified parameter reaches the first limit value, and further outputs a result indicating an advantage or victory of the second game medium over the first game medium when the value of the specified parameter reaches the second limit value.

13. a game process for performing game processing relating to a game executable between the first game medium and the second game medium; causing a computer to execute an output process of outputting a progress status of the game process via a first display medium corresponding to the first game medium and a second display medium corresponding to the second game medium; The game processing includes: a first event process for detecting a first event associated with the first game medium during the progress of the game; a second event process for detecting a second event associated with the second game medium during the progress of the game; a first parameter process for changing a value of a predetermined parameter to one of an increase and decrease directions based on the first event; and a second parameter process for changing the value of the predetermined parameter to the other of the increasing and decreasing directions based on the second event, The output process includes: a first display process for changing a value of a first display parameter associated with the first display medium when a value of the predetermined parameter changes during the progress of the game; a first drawing process for drawing a first gauge display between a first position corresponding to a first limit value on the one side related to the value of the predetermined parameter and a first initial position corresponding to an initial value of the predetermined parameter in a manner that can be expanded or contracted according to a current value of the first display parameter; a second display process for changing a value of a second display parameter associated with the second display medium when a value of the predetermined parameter changes during the progress of the game; and a second drawing process for drawing a second gauge display between a second position corresponding to a second limit value on the other side related to the value of the specified parameter and a second initial position corresponding to an initial value of the specified parameter in a manner that can be expanded or contracted according to a current value of the second display parameter.

14. a game processing unit that performs game processing relating to a game executable between the first game medium and the second game medium; an output unit that outputs a progress status of the game processing via a first display medium associated with the first game medium and a second display medium associated with the second game medium; The game processing unit: a first event processing unit that detects a first event associated with the first game medium during progress of the game; a second event processing unit that detects a second event associated with the second game medium during the progress of the game; a first parameter processing unit that changes a value of a predetermined parameter based on the first event; a second parameter processing unit that changes a value of the predetermined parameter based on the second event, The output unit is a first display processing unit that changes a value of a first display parameter associated with the first display medium when a value of the predetermined parameter changes during the progress of the game; a second display processing unit that changes a value of a second display parameter associated with the second display medium when a value of the predetermined parameter changes during the progress of the game, At least one of the first display processing unit and the second display processing unit changes a rate of change of the value of the display parameter relative to a change in the value of the specified parameter during the progress of the game.

15. a game processing step of performing game processing relating to a game executable between the first game medium and the second game medium; an output step of outputting a progress status of the game processing via a first display medium associated with the first game medium and a second display medium associated with the second game medium; The game processing step includes: a first event processing step of detecting a first event associated with the first game medium during the progress of the game; a second event processing step of detecting a second event associated with the second game medium during the progress of the game; a first parameter processing step of changing a value of a predetermined parameter based on the first event; A second parameter processing step of changing a value of the predetermined parameter based on the second event, The output step includes: a first display processing step of changing a value of a first display parameter associated with the first display medium when a value of the predetermined parameter changes during the progress of the game; a second display processing step of changing a value of a second display parameter associated with the second display medium when the value of the predetermined parameter changes during the progress of the game, An information processing method executed by a computer, in which at least one of the first display processing step and the second display processing step changes a rate of change of the value of the display parameter relative to a change in the value of the specified parameter during the progress of the game.

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