Program, system, and method for providing game

The described UI and game system simplifies ally character control in auto battles by allowing drag-and-drop or tap-based target selection, maintaining game pace through automated target identification and action execution.

JP2025015611AActive Publication Date: 2025-01-30DENA CO LTD
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Patent Information

Application Number
JP2024198008
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-11-13
Publication Date
2025-01-30
Estimated Expiration
2039-04-26

AI Technical Summary

Technical Problem

Existing game UIs for controlling ally characters in auto battles face difficulties in quickly selecting attack targets, often leading to complicated operations and deterioration of game tempo due to frequent manual intervention.

Method used

A UI and game system that allows players to select attack targets for ally characters through simple operations like dragging and dropping or tapping, automatically identifying and setting the second object as a target for predetermined actions, while maintaining game tempo by minimizing pauses.

Benefits of technology

Enables quick and straightforward control of ally characters' behaviors, preventing game tempo deterioration by automating target selection and reducing manual interruptions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a UI and a game that make it possible to control action of an ally character or the like using simple / rapid operation while suppressing deterioration in a game tempo.SOLUTION: A player terminal 10 according to an embodiment of the present invention has a function for providing a game for a player operating the player terminal 10. The player terminal 10 makes it possible, in setting a second object to be a target of predetermined action of a first object, to perform setting by first operation of selecting both of the first and second objects and by second operation of selecting only the second object and making the first object be automatically identified. As a result, the player terminal 10 provides a UI and game that make it possible to control action of an ally character or the like using simple / rapid operation while suppressing deterioration in a game tempo.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a program, a system, and a method for providing a game. [Background technology]

[0002] Conventionally, in games and the like that have introduced an auto-battle mechanism in which an ally character automatically acts and attacks an enemy character, various UIs have been proposed for manually controlling the actions of the ally character. For example, the following Patent Document 1 discloses a UI that selects an attack target for an ally unit by dragging and dropping. Also, for example, the following Patent Document 2 discloses a UI that pauses the auto-battle when the player taps the screen during the auto-battle. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-102683 A [Patent Document 2] JP 2018-020001 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, the above-mentioned operation of selecting the attack target of an ally unit by dragging and dropping makes it difficult to quickly select the attack target, and when selecting attack targets for multiple ally units at once, the operation becomes cumbersome. Also, although the above-mentioned pausing of the auto-battle can make it easier to manually control the actions of ally characters, frequent pausing can lead to a deterioration in the tempo of the game.

[0005] One of the objects of the embodiments of the present invention is to provide a UI and a game that allows the user to control the actions of friendly characters, etc., with simple and quick operations while preventing deterioration of the game tempo. Other objects of the embodiments of the present invention will become apparent by reference to the entire specification. [Means for solving the problem]

[0006] A program according to one embodiment of the present invention is a program for providing a game, which causes one or more computers to execute a process of displaying a predetermined screen showing the progress of the game, and a process of controlling the progress of the game including at least the execution of a predetermined action by a first object against a second object, wherein the process of controlling the progress of the game includes: in response to a first operation of selecting both a first object and a second object from a plurality of first and second objects on the predetermined screen, setting a second object selected via the first operation as a target of the predetermined action of the first object selected via the first operation, while in response to a second operation of selecting only the second object from the plurality of first and second objects on the predetermined screen, setting a second object selected via the second operation as a target of the predetermined action of at least a portion of the plurality of first objects that are automatically identified from the plurality of first objects.

[0007] A system according to one embodiment of the present invention is a system for providing a game, comprising one or more computer processors, wherein the one or more computer processors execute, in response to execution of readable instructions, a process of displaying a predetermined screen showing the progress of the game, and a process of controlling the progress of the game, which includes at least the performance of a predetermined action by a first object against a second object, wherein the process of controlling the progress of the game includes, in response to a first operation of selecting both a first object and a second object from a plurality of first and second objects on the predetermined screen, setting a second object selected via the first operation as a target of the predetermined action of the first object selected via the first operation, while in response to a second operation of selecting only the second object from the plurality of first and second objects on the predetermined screen, setting a second object selected via the second operation as a target of the predetermined action of at least a portion of the plurality of first objects that are automatically identified from the plurality of first objects.

[0008] A method according to one embodiment of the present invention is executed by one or more computers and is a method for providing a game, comprising the steps of: displaying a predetermined screen showing the progress of the game; and controlling the progress of the game including at least the performance of a predetermined action by a first object against a second object, wherein the step of controlling the progress of the game includes: in response to a first operation of selecting both a first object and a second object from a plurality of first and second objects on the predetermined screen, setting a second object selected via the first operation as a target of the predetermined action of the first object selected via the first operation, while in response to a second operation of selecting only the second object from the plurality of first and second objects on the predetermined screen, setting a second object selected via the second operation as a target of the predetermined action of at least a portion of the plurality of first objects that are automatically identified from the plurality of first objects. Effect of the Invention

[0009] Various embodiments of the present invention provide a UI and a game that enable control of the actions of friendly characters, etc., with simple / quick operations while preventing deterioration of the game tempo. [Brief description of the drawings]

[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a network including a player terminal 10 according to an embodiment of the present invention. [Diagram 2] 4 is a flow diagram illustrating a process executed by the player terminal 10 when a player executes a quest. [Diagram 3] FIG. 13 is a diagram illustrating a quest screen 50. [Figure 4] A diagram to explain the quest deck. [Diagram 5] FIG. 2 is a diagram illustrating an example of details of the main team operation area 52. [Figure 6] FIG. 2 is a diagram illustrating details of the first and second sub-team operation areas 54, 55. [Figure 7] A figure showing an example of the quest screen 50 in a state where the first and second sub-team operation areas 54, 55 are not displayed. [Figure 8] FIG. 13 is a diagram illustrating the quest screen 50 in a state in which an enemy character 104 has appeared. [Figure 9] FIG. 4 is a diagram illustrating an example of details of an attack target display object 58. [Figure 10] FIG. 4 is a diagram illustrating an example of details of an attack target display object 58. [Figure 11] FIG. 4 is a diagram illustrating an example of details of an attack target display object 58. [Figure 12] 13 is a diagram for explaining how the attack targets of ally characters 102A to 102C are displayed by two attack target display objects 58A and 58B. FIG. [Figure 13] A figure showing an example of the quest screen 50 in a state immediately after starting to drag a fighting character display object 541 in the first sub-team operation area 54. [Figure 14] A figure showing an example of the quest screen 50 in a state where the dragging of a fighting character display object 541 is continued. [Figure 15] 15 is a diagram illustrating the quest screen 50 immediately after the drag-and-drop of the fighting character display object 541 is completed in the state of FIG. 14. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0012] 1 is a diagram showing a schematic configuration of a network including a player terminal 10 according to an embodiment of the present invention. As shown in the figure, the player terminal 10 is communicably connected to a game management server 30 via a communication network 20 such as the Internet. The player terminal 10 has a function for providing a game to a player who operates the player terminal 10. The terminal 10 is an example of a device that implements all or a part of the system of the present invention.

[0013] The player terminal 10 is configured as a general computer, and as shown in FIG. 1, includes a computer processor 11 such as a CPU and a GPU, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (memory device) 15, and each of these components is electrically connected via a bus or the like (not shown).

[0014] The computer processor 11 loads various programs stored in the storage 15 or the like into the main memory 12, and executes various instructions included in the programs. The main memory 12 is configured by, for example, a DRAM or the like.

[0015] The input / output I / F 13 includes, for example, an information input device such as a touch panel, a keyboard, a mouse, a game pad, etc., an audio input device such as a microphone, etc., an image input device such as a camera, etc. The input / output I / F 13 also includes an image output device (display device) such as a display, etc., and an audio output device such as a speaker, etc.

[0016] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to realize wired or wireless communication.

[0017] The storage 15 is configured, for example, by a magnetic disk or a flash memory. The storage 15 stores various programs including an operating system, various data, and the like. The programs stored in the storage 15 can be downloaded and installed from an application market, for example. In this embodiment, the programs stored in the storage 15 include a game program 40 according to one embodiment of the present invention. The game program 40 is a program for causing the player terminal 10 to function as a system for providing a game. The program 40 is an example of a program that implements all or a part of the program of the present invention.

[0018] The game management server 30 has a configuration as a general computer. The game management server 30 stores and manages various information related to the game provided by the player terminal 10. For example, the game management server 30 manages the progress of the game for each player, various data for providing the game, and the like. The game management server 30 can be configured using multiple server devices each having a configuration as a general computer.

[0019] For example, in response to the start of the game program 40, the player terminal 10 acquires the game progress status and various data of the corresponding player from the game management server 30. Also, for example, while the game program 40 is being executed, the player terminal 10 acquires various data and the like from the game management server 30 and transmits the latest game progress status of the player to the game management server 30. Note that in this embodiment, the player terminal 10 can be configured to provide a game without communicating with the game management server 30, in which case the game management server 30 may be unnecessary.

[0020] Next, the functions of the player terminal 10 of this embodiment will be described. As shown in Fig. 1, the computer processor 11 of the player terminal 10 is configured to function as a screen presenting unit 111 and a game progress control unit 112 by executing instructions included in a program loaded into the main memory 12.

[0021] The screen presentation unit 111 executes various processes related to the presentation of a screen to the player. In this embodiment, the screen presentation unit 111 is configured to present a game screen (a predetermined screen) that displays the progress of the game to the player. For example, the screen presentation unit 111 is configured to generate a moving image composed of images and sounds according to the progress of the game, and to display a game screen for playing the moving image on a display device such as a display.

[0022] The game progress control unit 112 executes various processes related to the control of the progress of the game. The control of the progress of the game in this embodiment includes at least the control of the execution of a predetermined action by a first object on a second object. In addition, the first and second objects include various objects according to the type of game. Typically, the first object includes various objects (player character, item, character icon, etc.) that are the target of the operation by the player, and the second object includes various objects (non-player character, item, character icon, etc.) that are the target of the action of such a first object.

[0023] In this embodiment, the game progress control unit 112 is configured to set a second object as a target of a predetermined action of a first object in response to an operation by a player via a game screen. For example, in response to a first operation of selecting both a first and a second object from among a plurality of selectable first and second objects (e.g., a first and a second object arranged in a virtual space / game space), the game progress control unit 112 is configured to set a second object selected via the first operation as a target of a predetermined action of the first object selected via the first operation, and in response to a second operation of selecting only the second object from among the plurality of selectable first and second objects, set a second object selected via the second operation as a target of a predetermined action of at least a part of the plurality of first objects that are automatically identified from the plurality of first objects.

[0024] In this manner, the player terminal 10 in this embodiment allows the player to set a second object that is a target of a predetermined action of a first object by a first operation that selects both the first and second objects, and by a second operation that selects only the second object and automatically specifies the first object. As a result, the player terminal 10 provides a UI and a game that allows the player to control the actions of ally characters and the like with simple / quick operations while preventing deterioration of the game tempo.

[0025] In this embodiment, the game progress control unit 112 may be configured to set the second object selected via the second operation by the player as a target of the predetermined action of all of the multiple first objects. In other words, the game progress control unit 112 may be configured to automatically identify all of the multiple selectable first objects as the first objects for which the target of the predetermined action is to be set in response to the second operation. This configuration makes it possible to collectively set the target of the predetermined action of all of the multiple first objects by the second operation of selecting only the second object.

[0026] Furthermore, the game progress control unit 112 may be configured to pause the progress of the game while a first operation is being performed (e.g., during the period from the start to the end of the first operation), but not pause the progress of the game while a second operation is being performed (e.g., during the period from the start to the end of the second operation). This configuration makes it possible to prioritize a reliable operation (selection of an object) for a first operation that selects both the first and second objects, while prioritizing maintenance of the game tempo for a second operation that selects only the second object and the first object is automatically identified.

[0027] In this embodiment, the game screen may be configured to display predetermined information indicating that a target of a predetermined action is being set during the execution of a first operation, but not to display the predetermined information during the execution of a second operation. The game screen may also be configured to perform a predetermined darkening display during the execution of a first operation, but not to perform the predetermined darkening display during the execution of a second operation. The predetermined darkening display includes, for example, a display in which a part of the game screen excluding at least a screen element corresponding to the first object selected through the first operation and / or each of a plurality of selectable second objects is darkened (as a result, the first object selected through the first operation and / or each of a plurality of selectable second objects may be highlighted). This configuration makes it possible to prioritize a reliable operation (selection of an object) for a first operation that selects both the first and second objects, while prioritizing maintenance of the game tempo for a second operation that selects only the second object and automatically identifies the first object.

[0028] The game screen may be configured to display, during the execution of a first operation, a third object extending from a first object selected through the first operation to a second object set as a target of a predetermined action when the first operation is completed at that time. The game screen may be configured to change, during the execution of a first operation, a display form (e.g., an appearance) of the second object set as a target of a predetermined action when the first operation is completed at that time. Such a configuration supports reliable selection of the second object in a first operation in which both the first and second objects are selected.

[0029] The game screen may be configured so that a predetermined effect (image effect and / or audio effect) is applied in response to the second operation, but the predetermined effect is not applied in response to the first operation. This configuration prevents the setting in response to the second operation, in which the first object is automatically specified, from being executed without being recognized by the player.

[0030] In this embodiment, the first operation includes various types of operations for selecting both the first and second objects. For example, the first operation includes an operation of dragging a screen element (various elements on the screen, including, for example, the object itself or an icon, etc.) corresponding to the first object to be selected and dropping it at the position of the screen element corresponding to the second object to be selected (cancelling the selection state of the screen element). This configuration makes it possible to set the target of a predetermined action in which both the first and second objects are selected by a simple operation of dragging and dropping the screen element corresponding to the first object.

[0031] In this embodiment, the second operation includes various forms of operations for selecting only the second object. For example, the second operation includes an operation of tapping a screen element corresponding to the second object to be selected. This configuration enables the setting of a target for a predetermined action of the automatically identified first object by a simple operation of tapping a screen element corresponding to the second object.

[0032] The game progress control unit 112 may be configured to set the second object selected through the second operation as a target of a predetermined action of all of the first objects in response to a second operation, and to set the second object selected through the third operation as a target of a predetermined action of a predetermined first object that is a part of the first objects in response to a third operation that selects only the second object from among the first and second objects and is distinguished from the second operation. In this case, for example, one of the second and third operations is an operation of single-tapping a screen element corresponding to the second object to be selected, and the other of the second and third operations is an operation of double-tapping a screen element corresponding to the second object to be selected. This configuration makes it possible to selectively set the targets of the predetermined actions of all of the first objects in a lump or to individually set the targets of the predetermined actions of a predetermined first object that is a part of the first objects by two types of operations that select only the second object.

[0033] The game in this embodiment includes various kinds of games. For example, the game in this embodiment includes a game involving a battle between an ally character and an enemy character. In this case, the first object is an ally character, the second object is an enemy character, and the predetermined action is an attack. That is, the game progress control unit 112 can be configured to set the enemy character selected via the first operation as an attack target of the ally character selected via the first operation in response to a first operation of selecting both the ally character and the enemy character from among the plurality of ally characters and the plurality of enemy characters, and to set the enemy character selected via the second operation as an attack target of at least a part of the plurality of ally characters automatically identified from among the plurality of ally characters in response to a second operation of selecting only the enemy character from among the plurality of ally characters and the plurality of enemy characters.

[0034] Furthermore, the game in this embodiment may be configured so that a predetermined action is automatically performed by the first object. In this case, the game progress control unit 112 may be configured to control the progress of the game in a state in which a second object automatically selected from among a plurality of second objects is set as a target of the predetermined action of each of the plurality of first objects. Then, the second object automatically set as a target of the predetermined action of the first object may be changed (reset) in response to a manual operation such as the above-mentioned first and second operations by the player.

[0035] Next, a specific example of the player terminal 10 of this embodiment having such functions will be described. In this specific example, the player terminal 10 provides a game involving a battle between a plurality of friendly characters and a plurality of enemy characters arranged in a virtual space (game space). The battle takes place in each area of ​​a quest having a plurality of areas, and one or more predetermined enemy characters (including a boss character) are arranged in each area. In a specific quest, the player can proceed to the next area when he / she defeats all enemy characters arranged in each area, and the specific quest is cleared when he / she defeats all enemy characters arranged in the last area.

[0036] 2 is a flow diagram illustrating a process executed by the player terminal 10 when a player executes a quest. When executing a quest, the player terminal 10 performs automatic progress of the battle as shown in the figure (step S100).

[0037] 3 illustrates a quest screen 50 displayed on the player terminal 10 in response to the start of a quest. The automatic progress of the battle is displayed on the screen 50. As illustrated, the screen 50 displays a virtual space 100 as a battlefield in the entire screen area, and has a main team operation area 52 located at the bottom end of the screen, a first sub-team operation area 54 located on the upper right side of the area 52, a second sub-team operation area 55 located on the upper left side of the main team operation area 52, a sub-team operation area display switching object 56 located at the lower right of the first sub-team operation area 54 and displaying a rightward arrow, and an HP indicator 57.

[0038] FIG. 4 is a diagram for explaining the quest deck in this example. As shown in the figure, in this example, the player sets three teams, each consisting of two characters, as the quest deck. The three teams are made up of a main team (team A), a first sub-team (team B), and a second sub-team (team C). The two characters that make up each team are made up of a main character and a sub-character. The player sets the quest deck by selecting six characters from among a plurality of characters that the player possesses. As will be described in detail later, the main team is controlled via a main team operation area 52 on the quest screen 50, the first sub-team is controlled via a first sub-team operation area 54, and the second sub-team is controlled via a second sub-team operation area 55.

[0039] Returning to FIG. 3, in the virtual space 100 displayed in the entire screen area of ​​the quest screen 50, an ally character 102A which is a fighting character of the main team in the deck for the quest, an ally character 102B which is a fighting character of the first sub-team in the deck, and an ally character 102C which is a fighting character of the second sub-team in the deck are arranged. The fighting characters of each team are the main characters of each team at the start of the quest, and are then replaced with sub-characters as reserve characters according to an instruction by the player or automatically (for example, when the HP of the fighting character becomes 0). The above-mentioned HP indicators 57 are arranged above each of these ally characters 102A to 102C, and indicate the state of the HP (hit points) of the corresponding ally characters 102A to 102C. Each HP indicator 57 moves so as to follow the corresponding ally character 102A to 102C.

[0040] The main team operation area 52 is an area for controlling the main team included in the quest deck. FIG. 5 illustrates the details of the main team operation area 52. As shown in the figure, the area 52 includes a fighting character display object 521, which is a circular object and displays a fighting character that is one of the two characters constituting the main team and is placed in the virtual space 100, a first status display area 5211 located on the lower right side of the object 521 and displays the status of the fighting character's HP and SP (skill points), a reserve character display object 522, which is a circular object located on the lower left side of the fighting character display object 521 and smaller than the object 521, and displays a reserve character that is one of the two characters constituting the main team and is not placed in the virtual space 100, and a reserve character display object 522 located below the object 522. The quest deck has a second status display area 5221 that displays the status of the reserve character's HP and SP, a character replacement object 523 located on the upper left side of the fighting character display object 521, a first skill activation object 5241 and a second skill activation object 5242 that are arranged side by side in the left-right direction on the right side of the fighting character display object 521 and are used to activate two skills set for the fighting character, and a first special skill activation object 5251 and a second special skill activation object 5252 that are arranged overlapping in the front-back direction on the right side of the object 5242 and are used to activate two special skills set for the fighting character. In this example, each of the six characters that make up the quest deck has two skills and two special skills set.

[0041] The first and second sub-team operation areas 54, 55 are areas for controlling the first and second sub-teams, respectively. The first and second sub-team operation areas 54, 55 have the same layout. FIG. 6 illustrates the details of the first and second sub-team operation areas 54, 55. As shown in the figure, the sub-team operation areas 54, 55 include fighting character display objects 541, 551, which are circular objects and display a fighting character that is placed in the virtual space 100 out of two characters constituting the sub-team, first status display areas 5411, 5511 located below the objects 541, 551 and displaying the HP and SP status of the fighting character, and reserve characters that are circular objects located on the lower left side of the fighting character display objects 541, 551 and smaller than the objects 541, 551 and displaying a reserve character that is not placed in the virtual space 100 out of two characters constituting the sub-team. The battle character display objects 542, 552 each display a reserve character, a second status display area 5421, 5521 located below the objects 542, 552 and displaying the HP and SP status of the reserve character, character replacement objects 543, 553 located in the upper left of the battle character display objects 541, 551, and a first special skill activation object 5451, 5551 and a second special skill activation object 5452, 5552 which are stacked one behind the other on the right side of the battle character display objects 541, 551 and are used to activate each of the two special skills set for the battle character.

[0042] Here, in this example, the sub-team operation areas 54, 55 do not have objects equivalent to the two skill activation objects 5241, 5242 of the main team operation area 52, and the activation of skills set for the sub-team's fighting characters is performed automatically (not subject to manual operation by the player). Note that activation of special skills set for fighting characters is controlled by manual operation by the player via the first special skill activation objects 5451, 5551 and the second special skill activation objects 5452, 5552, in the same way as for the main team's fighting characters.

[0043] Returning to FIG. 3, when the sub-team operation area display switching object 56 is selected by the player, the first and second sub-team operation areas 54, 55 are switched between display and non-display. FIG. 7 illustrates the quest screen 50 in a state in which the first and second sub-team operation areas 54, 55 are hidden in response to the selection of the object 56 on the quest screen 50 in the state of FIG. 3. In this example, the first and second sub-team operation areas 54, 55 are configured to be hidden (moved to the right and disappeared) in response to the selection of the sub-team operation area display switching object 56. In the quest screen 50 in this state, a leftward arrow is displayed on the sub-team operation area display switching object 56, and when the object 56 is selected by the player, the first and second sub-team operation areas 54, 55 are displayed with an animation effect of appearing from the right side and moving to the left. The player can improve the visibility of the virtual space 100 as a battlefield by hiding the areas 54, 55 through the selection of the object 56.

[0044] In the automatic progression of the battle, a predetermined number and type of enemy characters appear for each area in the virtual space 100. Fig. 8 illustrates a quest screen 50 in a state in which a plurality of (specifically, six) enemy characters 104 have appeared in the virtual space 100. As illustrated, on the quest screen 50 in a state in which the enemy characters 104 have appeared, an attack target display object 58 is displayed to indicate the enemy character 104 that is the target of attack by the ally characters 102A to 102C.

[0045] 9 illustrates the details of the attack target display object 58. As illustrated, the attack target display object 58 has a circular ring portion 581 having a ring shape, and ally character identification portions 582A to 582C having a triangular shape and arranged on the circular ring portion 581. The ally character identification portions 582A to 582C correspond to the ally characters 102A to 102C arranged in the virtual space 100, respectively. In the attack target display object 58 in FIG. 9, the ally character identification portions 582A to 582C are arranged at the upper portion (12 o'clock position), lower right portion (4 o'clock position), and lower left portion (8 o'clock position) of the circular ring portion 581, and one of the vertices of the triangular shape faces the center of the circular ring portion 581.

[0046] The attack target display object 58 is configured to have ally character identification units 582A-582C arranged therein, which correspond to the ally characters 102A-102C for which the enemy character on which the object 58 is located is set as an attack target. In other words, the attack target display object 58 illustrated in Fig. 9 has all three ally character identification units 582A-582C, and therefore corresponds to the case where the attack targets of the three ally characters 102A-102C are the same enemy character.

[0047] On the other hand, for example, when an enemy character set as an attack target of ally character 102A is an attack target only for ally character 102A and not for other ally characters 102B and 102C, attack target display object 58 is configured to have only ally character identification portion 582A corresponding to ally character 102A, as exemplified in Fig. 10. In this case, ally character identification portion 582A is disposed at the top of circular portion 581 (12 o'clock position), and the appearance of circular portion 581 has the same appearance (color, etc.) as ally character identification portion 582A.

[0048] Also, for example, when an enemy character set as an attack target of the ally characters 102B and 102C is not an attack target of the ally character 102A, the attack target display object 58 is configured to have ally character identification parts 582B and 582C corresponding to the ally characters 102B and 102C, as illustrated in FIG. 11. These ally character identification parts 582B and 582C are arranged at the upper part (12 o'clock position) and the lower right part (4 o'clock position) of the circular ring part 581, and the appearance of the circular ring part 581 corresponds to the combination of the ally character identification parts 582B and 582C (for example, a color obtained by mixing the colors of the ally character identification parts 582B and 582C). In this way, the appearance of the attack target display object 58 changes according to the number, type, and combination of ally characters that attack the enemy character where the object 58 is located. As a result, the player can relatively easily understand, based on the appearance of the attack target display object 58, which of the teammate players 102A to 102C is indicated as an attack target by the object 58.

[0049] 12 is a diagram for explaining a state in which the attack targets of the ally characters 102A to 102C are indicated by two attack target display objects 58A and 58B. As shown in the figure, the attack target display object 58A arranged at the position of the enemy character 104A in the front row has an ally character identification part 582A corresponding to the ally character 102A, so the attack target of the ally character 102A at this time is the enemy character 104A in the front row. Also, as shown in the figure, the attack target display object 58B arranged at the position of the enemy character 104B on the right side in the second row from the front has ally character identification parts 582B and 582C corresponding to the ally characters 102B and 102C, so the attack target of the ally characters 102B and 102C at this time is the enemy character 104B on the right side in the second row from the front.

[0050] Returning to the flow diagram of FIG. 2, in step S100, the actions of the ally characters 102A-102C and the enemy character 104 are automatically controlled. Specifically, the ally characters 102A-102C are controlled so that the enemy character 104 closest to them is the target of attack. In this example, an attackable range is set for each character, and the ally characters 102A-102C execute an attack when the enemy character 104 to be attacked is included in their attackable range, and when the enemy character 104 to be attacked is not included in their attackable range, they move so as to be included in the attackable range. The automatically executed attack is a normal attack in the case of the ally character 102A of the main team, and a normal attack or a skill attack in the case of the ally characters 102B and 102C of the sub-team. The execution of a skill attack in the case of the ally characters 102B and 102C of the sub-team is performed according to a predetermined rule (for example, a rule that prioritizes the execution of an executable skill attack, etc.). The enemy character 104 that is attacked by the ally characters 102A-102C decreases in HP, and falls when HP reaches 0. The ally characters 102A-102C that targeted the fallen enemy character 104 have the enemy character 104 that is closest to them at that point in time set as their new attack target. The ally characters 102B and 102C of the sub-team that performed the skill attack also decrease in SP. The enemy character 104 also automatically attacks the ally characters 102A-102C, and the ally characters 102A-102C that are attacked decrease in HP. Thus, in this example, the game progresses in a state in which the battle progresses automatically (auto-battle state).

[0051] The automatic progression of the battle continues until the quest is completed (NO in step S130), and if the player performs a manual operation during the battle (YES in step S110), the ally characters are controlled based on the manual operation (step S120).

[0052] Here, the control of the ally characters 102A to 102C based on the manual operation by the player will be described. First, the control of the ally character 102A of the main team will be described. As described above, the ally character 102A is mainly controlled via the main team operation area 52. For example, when the character replacement object 523 in the main team operation area 52 is selected by the player, the ally character 102A in the battle in the virtual space 100 is replaced with a reserve character. Also, when either the first or second skill activation object 5241, 5242 in the main team operation area 52 is selected by the player, the corresponding skill is activated. Also, when either the first or second special skill activation object 5251, 5252 in the main team operation area 52 is selected by the player, the corresponding special skill is activated. In response to the activation of the skill or the special skill, the SP of the ally character 102A decreases.

[0053] Furthermore, in this example, when any of the enemy characters 104 is single-tapped, the single-tapped enemy character 104 is set as an attack target for the ally character 102A. That is, in this example, the operation of single-tapping the enemy character 104 arranged in the virtual space 100 on the quest screen 50 is an operation of individually setting an attack target for the ally character 102A of the main team. When the attack target for the ally character 102A is changed, the display of the attack target display object 58 is also changed.

[0054] The above describes the control of the ally character 102A of the main team. Next, the control of the ally characters 102B, 102C of the first and second sub-teams will be described. As described above, the ally characters 102B, 102C of the sub-teams are mainly controlled via the first and second sub-team operation areas 54, 55. For example, when the character replacement objects 543, 553 in the sub-team operation areas 54, 55 are selected by the player, the ally characters 102B, 102C in the virtual space 100 during the battle are replaced with reserve characters. Also, when the first special skill activation object 5451, 5551 or the second special skill activation object 5452, 5552 in the sub-team operation areas 54, 55 are selected by the player, the corresponding special skill is activated. In response to the activation of the special skill, the SP of the ally characters 102B, 102C is reduced.

[0055] Furthermore, in this example, when the fighting character display objects 541, 551 in the sub-team operation areas 54, 55 are dragged and dropped, the enemy character 104 present at the position where the objects 541, 551 are dropped is set as the attack target of the ally characters 102B, 102C. In other words, in this example, the operation of dragging and dropping the fighting character display objects 541, 551 in the sub-team operation areas 54, 55 on the quest screen 50 can be said to be an operation of individually setting the attack targets of the sub-team's ally characters 102B, 102C.

[0056] FIG. 13 illustrates the quest screen 50 in a state immediately after the start of dragging the fighting character display object 541 in the first sub-team operation area 54 (a state in which the object 541 is touched and then slid a predetermined distance or more). When the dragging of the fighting character display object 541 is started, the quest screen 50, as shown in the figure, hides the first and second sub-team operation areas 54, 55 (excluding the dragged object 541), the sub-team operation area display switching object 56, and the HP indicator 57, and the virtual space 100 is darkened, and an information display area 60 displaying "Team B Target Switching" is arranged at the top end of the screen. In this way, the information display area 60 displays that an attack target is being set. In addition, in the darkened virtual space 100, the ally character 102B for which an attack target is being set and all enemy characters 104 are not subject to the darkening display.

[0057] In this example, when dragging of the fighting character display object 541, 551 is started, an arrow-shaped object is placed extending from the corresponding ally character 102B, 102C toward the enemy character 104 that will be set as the attack target when the drag-and-drop is completed at this point. In the example of FIG. 13, an arrow-shaped arrow object 59 is placed extending from the ally character 102B corresponding to the fighting character display object 541 toward the enemy character 104C in the forefront that will be set as the attack target when the drag-and-drop is completed at this point. The arrow object 59 allows the player to intuitively grasp the enemy character 104 that will be set as the attack target when the drag-and-drop is completed at this point.

[0058] Fig. 14 illustrates the quest screen 50 in a state where the dragging of the fighting character display object 541 from the state in Fig. 13 is continued and the object 541 moves to the position of the enemy character 104D on the right side of the second row from the front. In the quest screen 50 in this state, as illustrated, the enemy character that would be set as the attack target if the drag-and-drop were completed at this point would be the enemy character 104D on the right side of the second row from the front, and therefore the arrow object 59 extends from the ally character 102B toward the enemy character 104D.

[0059] FIG. 15 illustrates the quest screen 50 immediately after the drag and drop of the fighting character display object 541 is completed in the state of FIG. 14. When the drag and drop of the object 541 is completed in the state of FIG. 14, the enemy character 104D on the right side of the second row from the front is set as the attack target of the ally character 102B. As a result, an attack target display object 58D having an ally character identification part 582B corresponding to the ally character 102B is placed at the position of the enemy character 104D. In addition, an attack target display object 58C having ally character identification parts 582A and 582C corresponding to the ally characters 102A and 102C is placed at the position of the enemy character 104C in the front row. In addition, when the drag and drop of the fighting character display object 541 is completed, the first and second sub-team operation areas 54 and 55, the sub-team operation area display switching object 56, and the HP indicator 57 are displayed (they are no longer hidden), and the blackout display of the virtual space 100 is finished.

[0060] The above describes the control of the ally characters 102B and 102C of the first and second sub-teams. Next, the collective control of the ally characters 102A to 102C will be described. In this example, when any of the enemy characters 104 is double-tapped, the double-tapped enemy character 104 is set as an attack target for all the ally characters 102A to 102C. That is, in this example, the operation of double-tapping the enemy character 104 existing in the virtual space 100 on the quest screen 50 is an operation of collectively setting the attack target for all the ally characters 102A to 102C. Note that, in this example, when the attack targets are collectively set in response to the double tap, a predetermined production effect (for example, a predetermined sound effect) is added. The player can recognize the collective setting of the attack targets for all the ally characters 102A to 102C by the production effect.

[0061] Returning to Fig. 2, automatic battle progression continues until the quest ends while controlling the ally characters based on manual operation by the player. For example, the quest ends (YES in step S130) when all enemy characters located in the last area of ​​the multiple areas that make up the quest are defeated (quest cleared) or when the HP of all (six) ally characters included in the quest deck becomes 0 (quest failed).

[0062] In the above example, when dragging of the fighting character display object 541, 551 is started, an arrow-shaped arrow object 59 is placed extending toward the enemy character 104 that will be set as the target of attack if the drag-and-drop is completed at this point. However, instead of or in addition to this, the appearance of the enemy character 104 may be changed (for example, the outline of the enemy character 104 may be highlighted).

[0063] In the above example, the ally characters 102B, 102C for setting the attack target and the enemy character 104 as the attack target are selected by dragging and dropping the fighting character display objects 541, 551, but the selection may be performed by dragging and dropping the ally characters 102B, 102C themselves instead of these objects 541, 551. Also, such dragging and dropping is an example of an operation for selecting both the ally character and the enemy character, and in other examples of this embodiment, both the ally character and the enemy character can be selected by various types of operations.

[0064] In the above example, a single tap on the enemy character 104 sets the enemy character 104 as an attack target of the ally character 102A (the main team's fighting character), while a double tap on the enemy character 104 sets the enemy character 104 as an attack target of the ally characters 102A to 102C (all fighting characters), but a single tap and a double tap are merely examples, and any two types of distinguishable operations may be applied instead of such operations. Also, for example, contrary to the above example, a double tap on the enemy character 104 may set the enemy character 104 individually as an attack target of the ally character 102A, while a single tap on the enemy character 104 may set the enemy character 104 collectively as an attack target of the ally characters 102A to 102C. Furthermore, in another example of this embodiment, it may be configured so that only one of the individual setting of the attack target of the ally character 102A in response to a tap on the enemy character 104 and the collective setting of the attack targets of the ally characters 102A to 102C in response to a tap on the enemy character 104 is implemented and the other is not implemented.

[0065] The player terminal 10 according to the present embodiment described above allows, when setting a second object (e.g., enemy character 104) to be the target of a predetermined action (e.g., attack) of a first object (e.g., ally character 102), to be set by a first operation (e.g., drag & drop) that selects both the first and second objects, and to be set by a second operation (e.g., tap) that selects only the second object and automatically identifies the first object. As a result, the player terminal 10 provides a UI and a game that enable control of the actions of ally characters and the like with simple / quick operations while suppressing deterioration of the game tempo.

[0066] In another embodiment of the present invention, the control of the game progress (execution of game processing) is performed on the cloud side (e.g., the game management server 30, etc.), and the player terminal 10 may be configured to display images (images according to the progress of the game) provided from the cloud side (e.g., in streaming format) and to accept and transfer operations by the player. Games configured in this way are sometimes called cloud games.

[0067] The processes and procedures described herein may be realized by software, hardware, or any combination thereof, other than those explicitly described. For example, the processes and procedures described herein may be realized by implementing logic corresponding to the processes and procedures in a medium such as an integrated circuit, a volatile memory, a non-volatile memory, or a magnetic disk. In addition, the processes and procedures described herein may be implemented as a computer program corresponding to the processes and procedures, and executed by various computers.

[0068] Although processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, software, components, and / or modules. Also, the software and hardware elements described herein may be realized by combining them into fewer components or breaking them down into more components.

[0069] In this specification, even if a component of the invention is described as either singular or plural, or described without limitation to either singular or plural, the component may be either singular or plural unless the context requires otherwise. [Explanation of symbols]

[0070] 10 Player terminal 11. Computer Processors 111 Screen presentation section 112 Game progress control unit 30 Game Management Server 50 Quest screen (prescribed screen) 52 Main Team Control Area 54 First Subteam Operation Area 55 Second Sub-Team Operation Area 541, 551: fighting character display object (screen element corresponding to the first object) 59 Arrow object (third object) 60 Information display area (prescribed information) 102 Ally character (first object) 104 Enemy character (second object)

Claims

1. A program for providing a game, comprising: A process of displaying a predetermined screen showing the progress of the game; a process of controlling a progress of the game including at least the execution of a predetermined action by a first object toward a second object; The process of controlling the progress of the game includes: in response to a first operation of selecting both a first object and a second object from among a plurality of first and second objects on the predetermined screen, setting a second object selected via the first operation as a target of the predetermined action of a first object selected via the first operation; and in response to a second operation of selecting only a second object from among the plurality of first and second objects on the predetermined screen, setting a second object selected via the second operation as a target of the predetermined action of at least a part of the plurality of first objects that are automatically identified from among the plurality of first objects. program.

2. the process of controlling progress of the game includes setting, in response to the second operation, a second object selected via the second operation as a target of the predetermined action of all of the plurality of first objects; The program of claim 1.

3. the process of controlling the progress of the game includes pausing the progress of the game while the first operation is being performed, but not pausing the progress of the game while the second operation is being performed; The program of claim 1 or 2.

4. The predetermined screen is configured to display predetermined information indicating that a target of the predetermined action is being set during the execution of the first operation, but not to display the predetermined information during the execution of the second operation.

4. The program according to claim 1.

5. the predetermined screen is configured to perform a predetermined darkening display during the execution of the first operation, but not to perform the predetermined darkening display during the execution of the second operation, 5. The program according to claim 1.

6. the predetermined screen is configured to display, during the execution of the first operation, a third object extending from a first object selected through the first operation to a second object that is set as a target of the predetermined action when the first operation is completed at that time point; 6. The program according to claim 1.

7. the predetermined screen is configured to change a display form of a second object that is set as a target of the predetermined action when the first operation is completed at that point in time during the execution of the first operation.

7. The program according to claim 1.

8. The predetermined screen is configured such that a predetermined production effect is added in response to the second operation, while the predetermined production effect is not added in response to the first operation.

8. The program according to claim 1.

9. the first operation is an operation of dragging a screen element corresponding to a first object to be selected and dropping it at a position of a screen element corresponding to a second object to be selected; 9. The program according to any one of claims 1 to 8.

10. the second operation is an operation of tapping a screen element corresponding to a second object to be selected; 10. The program of claim 1.

11. the process of controlling the progress of the game includes: setting, in response to the second operation, a second object selected via the second operation as a target of the predetermined action of all of the plurality of first objects; and, in response to a third operation which selects only a second object from among the plurality of first and second objects on the predetermined screen and is distinguished from the second operation, setting, in response to a third operation which is distinguished from the second operation, the second object selected via the third operation as a target of the predetermined action of a predetermined first object which is a part of the plurality of first objects.

11. The program of any one of claims 1 to 10.

12. one of the second and third operations is an operation of single-tapping a screen element corresponding to a second object to be selected; the other of the second and third operations is an operation of double-tapping a screen element corresponding to a second object to be selected; The program of claim 11.

13. the first object is an ally character; the second object is an enemy character; The predetermined action is an attack.

13. A program according to any one of claims 1 to 12.

14. the process of controlling the progress of the game includes controlling the progress of the game in a state in which a second object automatically selected from among the plurality of second objects is set as a target of the predetermined action of each of the plurality of first objects; 14. A program according to any one of claims 1 to 13.

15. A system for providing a game, comprising one or more computer processors, comprising: The one or more computer processors, in response to execution of the readable instructions, A process of displaying a predetermined screen showing the progress of the game; A process of controlling a progress of the game including at least the execution of a predetermined action by a first object toward a second object; The process of controlling the progress of the game includes: in response to a first operation of selecting both a first object and a second object from among a plurality of first and second objects on the predetermined screen, setting a second object selected via the first operation as a target of the predetermined action of a first object selected via the first operation; and in response to a second operation of selecting only a second object from among the plurality of first and second objects on the predetermined screen, setting a second object selected via the second operation as a target of the predetermined action of at least a part of the plurality of first objects that are automatically identified from among the plurality of first objects. system.

16. 1. A method for providing a game, executed by one or more computers, comprising: displaying a predetermined screen showing the progress of the game; and controlling a progress of the game including at least the execution of a predetermined action by a first object toward a second object, The step of controlling the progress of the game includes: in response to a first operation of selecting both a first object and a second object from among a plurality of first and second objects on the predetermined screen, setting a second object selected via the first operation as a target of the predetermined action of a first object selected via the first operation; and in response to a second operation of selecting only a second object from among the plurality of first and second objects on the predetermined screen, setting a second object selected via the second operation as a target of the predetermined action of at least a part of the plurality of first objects that are automatically identified from among the plurality of first objects. method.

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