Program, information processing method, and information processing system

A virtual space management system using grid-based attack judgments optimizes processing load and accuracy in games, enhancing the gaming experience by reducing computational strain.

JP2025011821AActive Publication Date: 2025-01-24CAPCOM CO LTD
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Patent Information

Application Number
JP2023114160
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-12
Publication Date
2025-01-24
Estimated Expiration
2043-07-12

AI Technical Summary

Technical Problem

Conventional technologies for improving virtual space expression in games increase processing load, particularly in attack and operation processing, compromising the gaming experience.

Method used

Implementing a virtual space management system that divides the game environment into units (grids) to manage and judge attacks based on predefined ranges and object presence, using first and second attack judgment methods to optimize processing load and accuracy.

Benefits of technology

Reduces processing load while maintaining or enhancing the gaming experience by allowing flexible attack judgments and efficient management of virtual space, enabling smoother gameplay.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a more enjoyable game environment system while reducing a processing load for a game.SOLUTION: First attack determination means 66 generates a range region, which is a range of an attack operation object according to a type of the attack operation. The first attack determination means 66 determines whether or not an enemy character is included in the generated range region, and determines the enemy characters included in the range region as objects of winning determination uniformly. Second attack determination means 68 generates a range region, which is a range of an attack operation object in front of a player character according to a type of the attack operation of the player character. The second attack determination means 68 registers the enemy characters included in the generated range region as a list at the time when an attack operation by the player character is performed, and determines the enemy character at the shortest distance from the player character of the registered enemy characters as an object of the winning determination for the attack operation.SELECTED DRAWING: Figure 3
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Description

[Technical field]

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

[0002] One method of managing virtual space in recent games is the use of a so-called height map. In this height map, the unevenness of the virtual space is expressed by rendering based on the height information of each vertex of the virtual space (ground). In this regard, for example, the technology described in Patent Document 1 discloses a rendering method that compensates for the inaccuracy of the virtual space (ground) due to the height map and is particularly capable of dealing with bouncing movements of the ground (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2020-080148 Summary of the Invention [Problem to be solved by the invention]

[0004] Most of the conventional technologies, including the technology described in the above Patent Document 1, aim to improve the accuracy of the representation of the virtual space. However, when the accuracy of the representation of the virtual space is improved, there is a problem that the processing load increases in many processes within the game, such as attack judgment and various action processes.

[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a more enjoyable gaming environment while reducing the processing load of the game.

[0006] In order to achieve the above object, a first aspect of the present invention is Computer, an attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management means for managing a virtual space of the game in a predetermined unit that is not a criterion for movement or action in the game; a first attack determination means for defining a first range area constituted by the units at a predetermined position in the virtual space, and determining whether or not the attack action associated with the input operation will have an effect on the target object based on whether or not a target object exists in the first range area; It is a program that functions as a

[0007] In addition, in a first aspect, the program can further function as a second attack determination means that defines a second range area constituted by the units according to the type of the attack action, and determines whether the target object is present in the second range area and whether the attack action relating to the input operation will affect the target object based on the distance between the target object and the player character.

[0008] Also, in the first aspect, the program can further function as range space management means that performs management to restrict the presence of two or more character objects within the range of each of the units in the virtual space.

[0009] In addition, in the first aspect, the program can further function as a path search means for determining a movement path of a character object based on the unit in the virtual space.

[0010] Also, in a first aspect, the virtual space management means can manage information including information about the virtual space when each of the objects is placed in the virtual space, and information about the virtual space when each of the objects is not placed in the virtual space.

[0011] In addition, in the first aspect, the units managed by the virtual space management means may not be displayed as play images of the game.

[0012] In addition, in the first aspect, the first attack determination means or the second attack determination means may function when the number of objects that are targets of the attack action is greater than a predetermined number, and may not function when the number of objects that are targets of the attack action is equal to or less than the predetermined number.

[0013] In addition, in the first aspect, the second attack determination means determines whether or not a predetermined part of the target object is affected by the attack action.

[0014] The second aspect of the present invention is 1. A computer-implemented information processing method, comprising: an attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management step of managing the virtual space of the game in a predetermined unit that is not a criterion for movement or action in the game; a first attack determination step of defining a first range area constituted by the units at a predetermined position in the virtual space, and determining whether or not the attack action related to the input operation will have an effect on the target object based on whether or not a target object exists in the first range area; The present invention relates to an information processing method.

[0015] The third aspect of the present invention is an attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management means for managing a virtual space of the game in a predetermined unit that is not a criterion for movement or action in the game; a first attack determination means for defining a first range area constituted by the units at a predetermined position in the virtual space, and determining whether or not the attack action associated with the input operation will have an effect on the target object based on whether or not a target object exists in the first range area; The information processing system includes:

[0016] An information processing method and an information processing system according to one aspect of the present invention are also provided as an information processing method or an information processing system corresponding to a program according to one aspect of the present invention. Effect of the Invention

[0017] According to the present invention, it is possible to provide a more enjoyable gaming environment while reducing the processing load of the game. [Brief description of the drawings]

[0018] [Figure 1] 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram showing an example of a hardware configuration of a player terminal constituting an information processing system according to one embodiment of the present invention. [Diagram 3] FIG. 2 is a diagram showing an example of the functional configuration of a player terminal and a server constituting an information processing system according to one embodiment of the present invention. [Figure 4] FIG. 2 is an image diagram for explaining the configuration of a virtual space in an information processing system according to one embodiment of the present invention. [Diagram 5] 11 is an image diagram for explaining an example of a method of determining a hit against an attack action in an information processing system according to one embodiment of the present invention. FIG. [Figure 6] FIG. 6 is an image diagram for explaining an example of a method of determining a hit against an attacking action in an information processing system according to one embodiment of the present invention, showing an example different from the example in FIG. 5. [Figure 7]1 is an image for explaining an example of a method for managing a range space in an information processing system according to an embodiment of the present invention. [Figure 8] FIG. 11 is a diagram showing an example of the flow of a first attack determination process executed by a player terminal and a server constituting an information processing system according to one embodiment of the present invention. [Figure 9] FIG. 13 is a diagram showing an example of the flow of a second attack determination process executed by a player terminal and a server constituting an information processing system according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0019] [Embodiment] First, before describing an embodiment of the present invention, a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to one embodiment of the present invention is applied will be described. This game is, for example, an action game that assumes competition or cooperation via a network. In this game, the player can freely control a character (hereinafter referred to as a "player character") displayed in a virtual space by various input operations. The player progresses through the game by clearing various events (such as defeating enemy characters) while utilizing in-game objects such as guns and explosives via the player character. In addition, enemy characters in this game each have a certain durability value (hereinafter referred to as "HP") in order to exist in the game, and are removed from the game when their HP falls below the certain value due to the effects of an attack action by the player character or the like.

[0020] The configuration of this system will be described below with reference to Fig. 1. Fig. 1 is a diagram showing an example of the configuration of an information processing system according to one embodiment of the present invention.

[0021] As shown in Fig. 1, the system includes player terminals 1 to n (n is any integer value) and a server 2. The player terminals 1-1 to 1-n and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not an essential component, and for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc. may be used. In the following description, when there is no need to distinguish between the player terminals 1-1 to 1-n, they will be collectively referred to as the player terminal 1. In addition, hereinafter, when the term "image" is used simply, it is intended to include images of any format, such as "moving images" and "still images."

[0022] The player terminal 1 is composed of a general-purpose PC (Personal Computer), a game machine, etc., and is used by a player who plays the game. The player terminal 1 stores various programs related to the game, and executes the main processes for the player to play the game.

[0023] The server 2 is composed of a general-purpose PC or the like, and is managed by an administrator of the system. The server 2 stores various programs related to the game, and executes some of the processes required for players to play the game. The server 2 also provides the player terminal 1 with various information related to the game (such as game update information and progress information of other players).

[0024] <Hardware configuration> FIG. 2 is a diagram showing an example of a hardware configuration of a player terminal constituting an information processing system according to one embodiment of the present invention.

[0025] As shown in FIG. 2, the player terminal 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.

[0026] The control unit 11 is configured with a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as appropriate.

[0027] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0028] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information and audio information output by the output unit 16 are output from the display, the speaker, etc. in a state that can be recognized by a person as an image or audio.

[0029] The input unit 17 is configured by, for example, a game controller. The input unit 17 inputs various information in response to input operations by the player.

[0030] The storage unit 18 is composed of a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., that are necessary for the progress of the game.

[0031] The communication unit 19 controls communications between the device and other hardware devices via a network N including the Internet.

[0032] The drive 20 is provided as necessary. Removable media 31, which may be a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is appropriately attached to the drive 20. Various programs for executing a game, for example, are stored in the removable media 31. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as necessary. Further, the removable medium 31 can store various information stored in the storage unit 18 in the same manner as the storage unit 18 .

[0033] Here, the hardware configuration of the server 2 is omitted because it can be basically the same as the hardware configuration of the player terminal 1. The cooperation of such various hardware and various software enables the player terminal 1 and the server 2 to execute various processes.

[0034] FIG. 3 is a diagram showing an example of the functional configuration of a player terminal and a server constituting an information processing system according to one embodiment of the present invention.

[0035] As shown in Figure 3, the control unit 11 of the player terminal 1 functions as a terminal side game processing execution means 60, an input operation receiving means 62, a virtual space management means 64, a first attack determination means 66, a second attack determination means 68, and a range space management means 70 by executing various programs, etc. In addition, a first virtual space information DB 300 and a second virtual space information DB 400 are provided in one area of ​​the storage unit 18 of the player terminal 1. The first virtual space information DB 300 stores arrangement data of each normal virtual space in the game described below as an asset. The second virtual space information DB 400 stores arrangement data of each virtual space that does not include information of objects arranged in the virtual space as an asset.

[0036] The terminal side game processing execution means 60 executes the main processing required for the player to play the game. Specifically, the terminal-side game processing execution means 60 reads virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images and sounds related to the game while executing the game program. In other words, the terminal-side game processing execution means 60 controls the progress of the game by generating and managing the results of operational instructions by the player. In addition, the terminal-side game processing execution means 60 transmits to the server 2, as necessary and appropriate, information required for the progress of the game, such as input information by the player, time information when the input information was obtained, and information regarding the results of various game processes.

[0037] The input operation receiving means 62 receives input operations related to the game from the player. Note that the input operations received by the input operation receiving means 62 include, for example, information on the type of button or analog stick on which the input operation was performed, information on the number of times the button or analog stick was pressed, and the like.

[0038] The virtual space management means 64 manages the virtual space of the game in predetermined units that are not the basis for movement or action in the game. Specifically, the virtual space management means 64 manages the virtual space of the game as two-dimensional or three-dimensional units of a predetermined size (hereinafter referred to as "grids"). Note that a specific method of managing the virtual space by the virtual space management means 64 will be described later with reference to Figs. 4 to 7.

[0039] The first attack determination means 66 defines a first range area constituted by the units at a predetermined position in the virtual space, and determines whether or not the attack action resulting from the input operation will have an effect on the target object based on whether or not a target object exists in the first range area. Specifically, when the player performs an attack action, the first attack determination means 66 generates a range area based on a grid that is the target range of the attack action, for the central area in which the attack action was performed, according to the type of the attack action. Then, the first attack determination means 66 determines whether or not an enemy character is included in the generated range area, and uniformly determines the enemy characters included in the range area as targets that will be affected by the attack action (hereinafter referred to as "hit determination"). The details of the determination by the first attack determination means 66 will be described later with reference to Fig. 5. Hereinafter, the hit determination of an attack motion by the first attack determination means 66 will be referred to as a "first attack determination".

[0040] In response to this, the second attack determination means 68 defines a second range area constituted by the units according to the type of the attack action, and determines whether or not the target object is present in the second range area and whether or not the attack action resulting from the input operation will affect the target object based on the criteria of whether or not the target object is present in the second range area and the distance between the target object and the player character. Specifically, the second attack determination means 68 generates a range area based on a grid in front of the player character, which is the range of the target of the attack action, according to the type of attack action of the player character (for example, the weapon equipped). The second attack determination means 68 registers, as a list, enemy characters included in the generated range area at the time when the attack action is performed by the player character. Then, the second attack determination means 68 determines, for example, the enemy character closest to the player character within a predetermined range, among the enemy characters registered as the list, as the target of hit determination for the attack action. Details of the determination by the second attack determination means 68 will be described later with reference to Fig. 6. Hereinafter, the hit determination of an attack motion by the second attack determination means 68 will be referred to as a "second attack determination".

[0041] The player of this game can select whether the attack action to be judged is to be judged by the first attack judgment means 66 or the second attack judgment means 68, and can also switch between them at any timing. This allows the player to select an appropriate judgment method depending on the situation in the game, the number of enemy characters, etc., and enjoy a game with a higher degree of freedom.

[0042] The range space management means 70 executes management to restrict the existence of two or more character objects within the range of each of the units in the virtual space. Specifically, the range space management means 70 restricts the presence of two or more enemy characters within a predetermined range (for example, within the same grid) in the virtual space of the game, and moves other enemy characters to other areas (for example, within other grids) in the virtual space. Details of the function of the range space management means 70 will be described later with reference to FIG. 7 etc.

[0043] As shown in FIG. 3, the control unit 100 of the server 2 functions as a game information management means 120 and a server-side game processing execution means 122 by executing various programs and the like.

[0044] The game information management means 120 manages various information required for the progress of the game by the player terminal 1 and executes various processes. Specifically, for example, the game information management means 120 executes authentication of account information transmitted from the player terminal 1, delivery of game information in response to a download request of various game information from the player terminal 1, and the like.

[0045] The server-side game process execution means 122 executes a part of the processes required for the player to play the game. Specifically, for example, when an attack action is performed by the player character or a player character operated by another player (hereinafter referred to as "other player character"), the server-side game processing execution means 122 acquires damage information transmitted from each player terminal 1 via the communication unit 110. In addition, the server-side game processing execution means 122 verifies the contents of the acquired damage information and determines whether or not the attack action performed by the player terminal 1 was fraudulent. Note that by having the server-side game process execution means 122 take charge of such a part of the process, even if, for example, cheating (so-called team cheating) is performed on the player terminals 1, the effect on the entire game can be reduced.

[0046] FIG. 4 is an image diagram for explaining the configuration of a virtual space in an information processing system according to one embodiment of the present invention.

[0047] As shown in FIG. 4, the virtual space in which the player character PC exists is divided into predetermined ranges (for example, one grid is 1 m×1 m), and array data including the entire virtual space is made into an asset and managed. The array data is managed including supplemental information such as height from the ground, ceiling height, and spatial attributes (for example, water surface, magma, air, etc.) for each grid, and is stored in the first virtual space information DB 300. As described above, in this system, not only the array data of such a normal virtual space, but also the array data of the virtual space in a state in which the placed objects are excluded is managed and stored in the second virtual space information DB 400. By having such different information, the system can efficiently reduce the processing load, for example, for destructive actions of objects in a game.

[0048] 5 is an image diagram for explaining an example of a method for determining whether or not an attack action has been hit in an information processing system according to an embodiment of the present invention. With reference to FIG. 5, the details of a first attack determination method, which is one of the unique functions of this game, will be described.

[0049] In the example of FIG. 5, the area that is the target of hit detection for the attack action of the player character PC is displayed as a grid-like area. Here, the important point is that in the determination by the first attack determination means 66, the attack range for each attack action is generated in units of the above-mentioned grid. That is, the first attack determination means 66 generates simple information on which grid is the target of attack among the grids managed as a virtual space, and if an enemy character exists in the target grid, it will be the target of the attack action and will be affected by the attack action. In this way, the determination by the first attack determination means 66 is useful in that it can perform hit detection for attack actions extremely simply for a wide range of areas.

[0050] On the other hand, Fig. 6 is an image diagram for explaining an example of a method for determining a hit against an attack action in an information processing system according to one embodiment of the present invention, and shows an example different from the example in Fig. 5. With reference to Fig. 6, the second attack determination method, which is one of the unique functions of this game, will be described in detail.

[0051] In the example of FIG. 6, a grid showing the range of an attack action (weapon) is displayed in front of the player character, and enemy characters U1, U2, and U3 are displayed as examples. In the second attack judgment, unlike the first attack judgment, if an enemy character exists within the grid showing the attack range, the enemy character is first determined as a candidate for the attack target. Then, the enemy characters that are candidates for the attack target are classified, for example, in order of proximity to the player character, and only the enemy characters close to the player character are determined as the attack target. Here, in the second attack action, it is not necessary to generate a grid of the same size as the grid generated in the first attack judgment, and usually a grid smaller than the grid generated in the first attack judgment may be generated. As a result, the second attack judgment is not limited to determining whether or not an attack action hits an enemy character, but also allows for detailed processing such as attacks that precisely target body parts (head, arms, legs, etc.) or attacks only enemy characters located at the front of the group. To sum up, the attack action based on the first attack judgment has the advantage of reducing the processing load when performing a large attack action over a wide range, but has the problem that it is difficult to perform an accurate attack such as targeting each enemy object or targeting a part of an enemy character. On the other hand, the attack action based on the second attack judgment has the advantage of being able to perform an accurate attack, but has the problem that the effect of reducing the processing load is low and a certain amount of processing load is imposed. By making good use of these different attack judgment methods, the player or the administrator of this system can efficiently reduce the processing load according to the situation in the game and realize a comfortable game environment.

[0052] 7 is an image for explaining an example of a method for managing range space in an information processing system according to one embodiment of the present invention. With reference to FIG. 7, the range area management function, which is one of the unique functions of this game, will be described in detail.

[0053] In the example of FIG. 7, an example of a specific operation process when a new enemy character moves into a predetermined area in the virtual space is shown. First, in the example of FIG. 7, a predetermined range area (for example, a grid) in the virtual space is expressed in a lattice shape. Here, in the example of FIG. 7, it is specified that two or more enemy objects cannot exist in each grid. Therefore, as shown in the left side of FIG. 7, for example, when a new enemy object moves into the previous grid, if another enemy object already exists in the previous grid, the range space management means 70 moves the newly moved enemy object to another adjacent grid (for example, the upper grid). Note that, as shown in the right side of FIG. 7, for example, when another enemy object also exists in another adjacent grid (for example, the upper grid), the range space management means 70 attaches the new enemy object to a grid in front of the grid where the other enemy object already exists, thereby realizing a game environment in which two or more enemy objects do not exist in a predetermined area in the virtual space. This makes it possible to easily associate and manage the area (grid) in the space with the enemy object. Therefore, as a result, it is expected that the processing load in various other in-game processes can be reduced, and natural presentation processing can also be realized.

[0054] FIG. 8 is a diagram showing an example of the flow of a first attack determining process executed by a player terminal and a server constituting an information processing system according to one embodiment of the present invention.

[0055] In step S1, the input operation receiving means 62 receives an input operation related to an attack action from the player.

[0056] In step S2, when an attack action is performed by the player, the first attack determination means 66 generates a range area based on a grid that is the range of the target of the attack action, according to the type of the attack action.

[0057] In step S3, the first attack determination means 66 determines whether or not an enemy character is included within the generated range area, and uniformly determines all enemy characters included within the range area as targets for hit determination of the attack action.

[0058] In step S4, the terminal-side game process executing means 60 executes a process (hereinafter referred to as "damage process") for reducing the HP of each enemy character that is the target of the hit judgment according to the type of attack action. This ends the first attack judgment process.

[0059] FIG. 9 is a diagram showing an example of the flow of the second attack determination process executed by the player terminal and the server constituting the information processing system according to one embodiment of the present invention.

[0060] In step S21, the second attack determination means 68 generates a range area based on a grid in front of the player character that is the range of the target of the attack action, depending on the type of attack action of the player character (e.g., the weapon equipped).

[0061] In step S22, the input operation receiving means 62 receives an input operation related to an attack action from the player.

[0062] In step S23, the second attack determination means 68 registers in a list the enemy characters that are included in the generated range area at the time when the attack action is performed by the player character.

[0063] In step S24, the second attack determination means 68 determines, from among the enemy characters registered in the list, for example, the enemy character that is closest to the player character within a predetermined range, as the target for hit determination of the attack action.

[0064] In step S25, the terminal-side game process executing means 60 executes a damage process on the enemy character that is the target of the hit determination in accordance with the type of attack action, whereby the second attack determination process ends.

[0065] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications, improvements, etc. that can achieve the object of the present invention are included in the present invention.

[0066] [Other embodiments] Although not described in the above embodiment, the present system may have a function of determining a movement path for each object (eg, player character, etc.) based on the grid unit. Furthermore, the present system may have the following specifications regarding searching for the movement path of each object. Specifically, the present system may acquire information such as a number assigned to a specific point in the virtual space, all route information for going from a specific point to another point (or from a specific area to another area), and the width of each route in advance, and use this information in route searches for each object. Although such a method may impose restrictions on the configuration of the virtual space, it may be possible to significantly reduce the processing load in route search processing. Note that whether or not the present system employs such a route search function is at the discretion of the administrator of the present system, etc.

[0067] In the above embodiment, the first attack determination means 66 of the present system uniformly determines that enemy characters contained within the range area are the targets of hit determination for attack actions, but this is not limited to this. The first attack determination means 66 of the present system may determine that only enemy characters that satisfy a predetermined condition among the enemy characters contained within the range area are the targets of hit determination.

[0068] In the above embodiment, the second attack determination means 68 of the present system determines, among the registered enemy characters, the enemy character that is closest to the player character within a predetermined range as the target of hit determination for the attack action, but this is not limited thereto. The second attack determination means 68 of the present system may, for example, determine a plurality of enemy characters that are close to the player character as the target of hit determination.

[0069] Also, although not explained in the above embodiment, the system may have a function that can dynamically change the terrain in the virtual space, for example, when an enemy character dies, by adding the coordinates corresponding to the enemy character (or its corpse) to the area in the virtual space (overwriting the height information of the virtual space).

[0070] Although not described in the above embodiment, the present system may or may not display a predetermined unit (grid) in the virtual space in the game image.

[0071] Also, although not explained in the above embodiment, in this system, the first attack determination means 66 or the second attack determination means 68 may adopt specifications that function only when there are more than a predetermined number of enemy characters that are targets of attacking actions (for example, when the processing load for attacking actions is high). Note that, when there are a predetermined number or less of enemy characters (for example, when the processing load for attacking actions is low), this system may not perform hit determination for the first attacking action or the second attacking action, but may perform hit determination for normal attacking actions such as in previous games.

[0072] Although not described in the above embodiment (particularly the embodiment of FIG. 6), the system may set a criterion for hit determination of the attack action by any method when a plurality of body parts of the enemy character are included in the attack range of the second attack action. For example, the system may determine that the attack action hits the body part closest to the player character among the body parts included in the attack range, or may determine that the attack action hits all body parts included in the attack range. Furthermore, such a criterion for hit determination may differ based on, for example, the type of attack action by the player character, the weapon equipped, the in-game settings by the player, etc.

[0073] In the above embodiment, the first attack action and the second attack action of the present system are described as being applied to the attack action of the player character, but are not limited thereto. Techniques similar to the first attack action and the second attack action of the present system can be applied to hit determination for any game character action, such as magic or special action, capture action against an enemy character, recovery action against an ally character, etc.

[0074] Also, although not described in the above embodiment, the game may be executed by any hardware, such as a home gaming console such as a PlayStation (registered trademark), a portable gaming console such as a Nintendo Switch (registered trademark), various gaming consoles designed for commercial use, or electronic devices such as a personal computer, a smartphone, or a tablet.

[0075] Although the description has been omitted in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action games not using a network, simulation games, sports games, card games, battle royale (symmetrical, asymmetrical), MOBA (Multiplayer online battle arena), music games, fighting games, and quiz games.

[0076] Furthermore, the above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function capable of executing the above-mentioned series of processes as a whole, and the type of functional block used to realize this function is not limited to the example in Fig. 3, etc. Furthermore, the location of the functional block is not limited to the example in Fig. 3, etc., and may be arbitrary. Furthermore, one functional block may be configured as a single piece of hardware, may be configured as a single piece of software, or may be configured as a combination of both.

[0077] Furthermore, the number of different hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.

[0078] Furthermore, when the series of processes is executed by software, the program constituting the software is installed in a computer or the like from a network or a recording medium.

[0079] The computer may be a computer built into dedicated hardware, or a computer capable of executing various functions by installing various programs. That is, for example, the various hardware in the above-described embodiment may be freely adopted as any computer, any mobile terminal such as a smartphone, any game machine, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.

[0080] Furthermore, the recording medium containing such a program may not only be constituted by a removable medium (not shown) provided separately from the device main body in order to provide the program to a player, etc., but may also be constituted by a recording medium provided to the player in a state in which it is pre-installed in the device main body.

[0081] In addition, in this specification, the term "system" refers to an overall device that is composed of a plurality of devices or a plurality of means.

[0082] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other.

[0083] In summary, the information processing system to which the present invention is applied can take various forms having the following configurations. Computer, an attack action receiving means for receiving an input operation related to an attack action in a game; A virtual space management means (e.g., a virtual space management means 64) for managing the virtual space of the game in a predetermined unit that is not a criterion for movement or action in the game; a first attack determination means (e.g., a first attack determination means 66) that defines a first range area constituted by the units at a predetermined position in the virtual space, and determines whether or not the attack action related to the input operation will have an effect on the target object based on whether or not a target object exists in the first range area; Any program that functions as such will suffice.

[0084] That is, the virtual space management means 64 functions as a virtual space management means. The first attack determining means 66 functions as a first attack determining means. The second attack determining means 68 functions as a second attack determining means. The range space management means 70 functions as a range space management means.

[0085] <Effects> This allows the player to enjoy the game more without feeling stressed by the processing load of the game. [Explanation of symbols]

[0086] 1 Player terminal 11 Control section 60 Terminal side game processing execution means 62 Input operation acceptance means 64 Virtual space management means 66 First attack determination method 68 Second attack determination method 70 Range space management measures 300 First Virtual Space Information DB 400 Second Virtual Space Information DB 2 Server 100 Control section 120 Game information management means 122 Server-side game processing execution means

Claims

1. Computer, an attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management means for managing a virtual space of the game in a predetermined unit that is not a criterion for movement or action in the game; a first attack determination means for defining a first range area constituted by the units at a predetermined position in the virtual space, and determining whether or not the attack action performed by the input operation will have an effect on the target object based on whether or not a target object exists in the first range area; A program that functions as a

2. and further functioning as a second attack determination means for defining a second range area constituted by the units according to the type of the attack action, and determining whether the target object is present in the second range area and whether the attack action pertaining to the input operation will have an effect on the target object based on a reference of whether the target object is present in the second range area and a distance between the target object and the player character. The program according to claim 1.

3. and further functioning as range space management means for performing management to restrict the existence of two or more character objects within the range of each of the units in the virtual space. The program according to claim 1.

4. and further functioning as a route search means for determining a moving route of a character object based on the unit in the virtual space. The program according to claim 1.

5. the virtual space management means manages information including information about the virtual space when each of the objects is placed in the virtual space and information about the virtual space when each of the objects is not placed in the virtual space; The program according to claim 1.

6. the units managed by the virtual space management means are not displayed as play images of the game; The program according to claim 1.

7. the first attack determination means or the second attack determination means functions when the number of the objects that are targets of the attacking action is greater than a predetermined number, and does not function when the number of the objects that are targets of the attacking action is equal to or less than a predetermined number; The program according to claim 2.

8. the second attack determination means determines whether or not a predetermined part of the target object is affected by the attack action; The program according to claim 2.

9. 1. A computer-implemented information processing method, comprising: an attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management step of managing the virtual space of the game in a predetermined unit that is not a criterion for movement or action in the game; a first attack determination step of defining a first range area constituted by the units at a predetermined position in the virtual space, and determining whether or not the attack action related to the input operation will have an effect on the target object based on whether or not a target object exists in the first range area; An information processing method comprising:

10. an attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management means for managing the virtual space of the game in a predetermined unit that is not a criterion for movement or action in the game; a first attack determination means for defining a first range area constituted by the units at a predetermined position in the virtual space, and determining whether or not the attack action related to the input operation will have an effect on the target object based on whether or not a target object exists in the first range area; An information processing system comprising:

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