Information processing program, information processing method, and game device
Patent Information
- Application Number
- JP2023126267
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-02
- Publication Date
- 2025-02-14
- Estimated Expiration
- 2043-08-02
AI Technical Summary
【0011】 本発明によれば、プレイヤの倦怠感を抑制することができる。
Smart Images

Figure 2025022043000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, and a game device. [Background technology]
[0002] Conventionally, a technique has been proposed in which an image for special effects is displayed on a game screen while data is being loaded, as shown in, for example, Patent Document 1. By displaying an image for special effects while data is being loaded, the player's sense of fatigue is reduced. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-44161 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, if the image display patterns are limited, the player may tire of looking at the images, and gradually become bored.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and a game device that are capable of suppressing a player's sense of fatigue. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program includes: A process of having a player select one or more objects from among a plurality of types of objects that can be displayed on a standby screen that is displayed during data reading; a process of storing the object selected by a player as a displayable object, and setting position information defining a display position of the object on the standby screen based on an operation input by the player; a process of displaying, while the data is being read, information indicating that the data is being read on the standby screen, and displaying, on the standby screen, the object stored as the displayable object based on the position information; The computer is made to carry out the above steps.
[0007] A process of setting the number of the objects to be displayed on the standby screen based on an operation input by a player; a process of determining, by lottery, from among the stored displayable objects, a number of the displayable objects equal to the number of the objects to be displayed on the standby screen; The computer executes the above. The process of displaying the object on the standby screen includes: All of the displayable objects determined by lottery may be displayed as the objects on the standby screen.
[0008] The process of determining the displayable object by lottery may be executed every time the standby screen is displayed.
[0009] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, A process of having a player select one or more objects from among a plurality of types of objects that can be displayed on a standby screen that is displayed during data reading; a process of storing the object selected by a player as a displayable object, and setting position information defining a display position of the object on the standby screen based on an operation input by the player; a process of displaying, while the data is being read, information indicating that the data is being read on the standby screen, and displaying, on the standby screen, the object stored as the displayable object based on the position information; Carry out the following.
[0010] In order to solve the above problem, a game device includes: One or more computers; The computer, A process of having a player select one or more objects from among a plurality of types of objects that can be displayed on a standby screen that is displayed during data reading; a process of storing the object selected by a player as a displayable object, and setting position information defining a display position of the object on the standby screen based on an operation input by the player; a process of displaying, while the data is being read, information indicating that the data is being read on the standby screen, and displaying, on the standby screen, the object stored as the displayable object based on the position information; Carry out the following. Effect of the Invention
[0011] According to the present invention, it is possible to suppress player fatigue. [Brief description of the drawings]
[0012] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] FIG. 3 is a diagram showing an example of the standby screen. [Figure 4] FIG. 4 is a diagram illustrating an example of the stamp book top screen. [Diagram 5] Fig. 5A is a first diagram illustrating the stamp setting screen, and Fig. 5B is a second diagram illustrating the stamp setting screen. [Figure 6] Fig. 6A is a diagram illustrating a standby screen in a state where one image is set, and Fig. 6B is a diagram illustrating a standby screen in a state where two images are set. [Figure 7] FIG. 7 is a diagram for explaining the relationship between the number of stamp images displayed on the standby screen and the number of stamp images in a selected state. [Figure 8] FIG. 8 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 9] FIG. 9 is a flowchart illustrating an example of a lottery game execution process in a player terminal. [Figure 10] FIG. 10 is a flowchart illustrating an example of the stamp-related screen display process in the player terminal. [Figure 11] FIG. 11 is a flowchart illustrating an example of the stamp setting process in the player terminal. [Figure 12] FIG. 12 is a flowchart illustrating an example of a standby screen display process in a player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0014] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network N having a communication base station Na.
[0015] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.
[0016] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various pieces of information (player information) for each player playing the game. The server 1000 also updates the accumulated information based on operations input from the player terminals 1.
[0017] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.
[0019] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.
[0020] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0021] The configurations and functions of the CPU 1010, storage unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.
[0022] The CPU 10 runs the programs stored in the storage unit 12 and controls the progress of the game. The storage unit 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The storage unit 12 is connected to the CPU 10 via a bus 14.
[0023] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0024] The storage device 18 is configured with a semiconductor memory, and stores various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 are loaded into the storage unit 12 by the CPU 10.
[0025] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory unit 12 or the storage device 18.
[0026] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.
[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.
[0028] Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. Before starting the game, the player downloads a dedicated application from the server 1000 to the player terminal 1 in advance and registers a player ID in the server 1000. When the application is started, the player terminal 1 receives information stored in the server 1000, such as deck information and play history information, which will be described later, and displays a game screen on the touch panel 26.
[0029] In this embodiment, the content of the game played by the player is not particularly limited. For example, the player can possess multiple types of game media provided by the operator. Specifically, the player can use in-game currency to participate in a lottery to determine one of the multiple types of game media. The player can possess the game media that is won in the lottery. Furthermore, the player can play rhythm games, training games, RPGs (Roll Playing Games), action games, etc., using the game media that he or she possesses. Note that, in this embodiment, as an example, a character is linked to the game media, and the character linked to the game media used in the game is displayed on the game screen.
[0030] In this embodiment, one game application includes multiple game contents. A player can select game contents and play a desired game. When a player selects game contents, various information required to play the game is loaded from the storage device 18 to the storage unit 12 in the player terminal 1. In addition, the game application is updated periodically or irregularly. When an update is performed, the player terminal 1 receives new data from the server 1000 and stores it in the storage device 18 or the storage unit 12.
[0031] In this manner, in the player terminal 1, a process of reading data necessary for playing the game (hereinafter referred to as a reading process) is performed, such as reading data within the player terminal 1 and reading (downloading) data from the server 1000.
[0032] FIG. 3 is a diagram showing an example of the standby screen 30. During the loading process, the standby screen 30 is displayed on the display 26. That is, the standby screen 30 is displayed while data is being downloaded from the server 1000 to the player terminal 1, or while data is being read from the storage device 18 to a memory such as the storage unit 12 in the player terminal 1. The standby screen 30 displays first standby information 30a and second standby information 30b. The first standby information 30a is information indicating the time until the data loading is completed. The first standby information 30a displays "Game running N% (N is 0 to 100)", and below that, the progress of the loading process is visually displayed. The second standby information 30b displays "Now Loading", indicating that the data is currently being loaded. Thus, while the data is being loaded, the standby screen 30 displays information indicating that the data is currently being loaded.
[0033] The first waiting information 30a and the second waiting information 30b are merely examples. Only one of the first waiting information 30a and the second waiting information 30b may be displayed on the waiting screen 30. Also, information suggesting that data is being read may be displayed separately from the first waiting information 30a and the second waiting information 30b.
[0034] The player cannot play the game until the loading process is completed. If the loading process takes a long time, only the standby screen 30 will be displayed for a long time, which may cause the player to feel bored. In this regard, it is possible to display a predetermined image on the standby screen 30, such as a movie on the standby screen 30. However, if an image far removed from the player's preference is displayed on the standby screen 30, the player's boredom will not be eliminated. Furthermore, if the same image is displayed on the standby screen 30 repeatedly, the player will also feel bored.
[0035] Therefore, in this embodiment, a customization function is provided that allows the player to customize the standby screen 30. The customization function allows the player to set the image to be displayed on the standby screen 30 and the display position of the image. The customization function for the standby screen 30 will be described in detail below.
[0036] FIG. 4 is a diagram illustrating an example of a stamp book top screen 40. When a predetermined operation unit is operated on the game screen, the stamp book top screen 40 shown in FIG. 4 is displayed. A plurality of types of stamp images 42 are displayed on the stamp book top screen 40. The stamp images 42 are images that can be displayed on the standby screen 30. Here, the stamp images 42 are images of characters linked to game media used in the game. Each character is given a name, and on the stamp book top screen 40, the name of the character is written below the stamp image 42.
[0037] A player can play a lottery game to win a plurality of types of stamp images 42 provided by the operator. A player can play the lottery game by, for example, using a lottery ticket, consuming in-game currency, clearing a predetermined game, accomplishing a presented mission (task), etc. The lottery ticket may be given to the player as, for example, a reward for playing the game.
[0038] In the lottery game, the stamp image 42 to be given to the player is randomly selected from among a plurality of types of stamp images 42 provided. The player can own the stamp image 42 that is selected by the lottery. In addition, when the stamp image 42 that has already been acquired is selected by the lottery, a first predetermined number of exchange tickets may be given. In this case, the player may be able to own the stamp image 42 selected from any stamp image 42 by consuming a second predetermined number of exchange tickets that is greater than the first predetermined number.
[0039] On the stamp book top screen 40, stamp images 42 owned by the player are normally displayed in color. On the other hand, on the stamp book top screen 40, stamp images 42 that the player does not own are displayed semi-transparently. In FIG. 4, stamp images 42 that the player does not own are shown with dashed lines.
[0040] In this embodiment, the stamp images 42 that the player does not possess are displayed semi-transparently, so that the player can identify what kind of image the stamp images 42 that the player does not possess are. However, the stamp book top screen 40 may be configured such that nothing is displayed for the stamp images 42 that the player does not possess.
[0041] Moreover, one page of the stamp book is displayed on the stamp book top screen 40. Here, six stamp images 42 are assigned to one page of the stamp book. For example, when a left-right flick operation is input on the display 26, the page of the stamp book displayed is switched, and other stamp images 42 are displayed. In this way, all the stamp images 42 provided and the stamp images 42 owned by the player are displayed in an identifiable manner on the stamp book top screen 40.
[0042] In addition, a stamp search button 40a, a stamp setting button 40b, and a stamp acquisition button 40c are provided in the upper right portion of the stamp book top screen 40. When the stamp search button 40a is operated, a search screen (not shown) is displayed. On the search screen, stamp images 42 can be searched for by the character's name, various parameters associated with the character, and the like. When the stamp acquisition button 40c is operated, a lottery screen (not shown) is displayed. As described above, the player can execute a lottery game on the lottery screen. When the stamp setting button 40b is operated, a stamp setting screen 50 is displayed.
[0043] FIG. 5A is a first diagram illustrating the stamp setting screen 50. FIG. 5B is a second diagram illustrating the stamp setting screen 50. On the stamp setting screen 50, the player can select and set the stamp image 42 that can be displayed on the standby screen 30. On the stamp setting screen 50, an off setting button 50a, a one-sheet setting button 50b, and a two-sheet setting button 50c are provided. In this embodiment, the player can select any one of the off setting, the one-sheet setting, and the two-sheet setting as the display setting of the standby screen 30.
[0044] The off setting is a setting for not displaying the stamp image 42 on the standby screen 30. When this off setting is selected (hereinafter, referred to as the off setting state), the stamp image 42 is not displayed on the standby screen 30. However, in this embodiment, in the off setting state, a single frame image is displayed. The single frame image is an image provided separately from the stamp image 42, and the player cannot set the display of the single frame image on the standby screen 30.
[0045] There are multiple types of one-frame images, and in the OFF setting state, a one-frame image randomly selected by lottery is displayed on the standby screen 30. The player can select the OFF setting state by operating the OFF setting button 50a. When the OFF setting state is selected and the confirmation button 54b, which will be described later, is operated, the display setting becomes the OFF setting.
[0046] The one-sheet setting is a setting for displaying one stamp image 42 on the standby screen 30. When this one-sheet setting is selected (hereinafter, referred to as the one-sheet setting state), one stamp image 42 is displayed in the center of the width of the standby screen 30. The player can select the one-sheet setting state by operating the one-sheet setting button 50b. When the confirm button 54b is operated with the one-sheet setting state selected, the display setting becomes the one-sheet setting.
[0047] The two-stamp setting is a setting for displaying two stamp images 42 on the standby screen 30. When this two-stamp setting is selected (hereinafter, referred to as the two-stamp setting state), the two stamp images 42 are displayed side by side in the width direction of the standby screen 30. The player can select the two-stamp setting state by operating the two-stamp setting button 50c. When the confirm button 54b is operated with the two-stamp setting state selected, the display setting becomes the two-stamp setting.
[0048] Fig. 6A is a diagram illustrating the standby screen 30 in the one-image setting state. In the one-image setting state, as shown in Fig. 6A, one stamp image 42 is displayed in the center display area 30C. The center display area 30C is located in the widthwise center of the standby screen 30. Note that even in the one-image setting state, the first standby information 30a and the second standby information 30b are displayed on the standby screen 30. The center display area 30C is set at a position that does not overlap with the first standby information 30a and the second standby information 30b.
[0049] FIG. 6B is a diagram illustrating the standby screen 30 in the two-screen setting state. In the two-screen setting state, as shown in FIG. 6B, one stamp image 42 is displayed in each of the left display area 30L and the right display area 30R. The left display area 30L is located to the left of the widthwise center of the standby screen 30, and the right display area 30R is located to the right of the widthwise center of the standby screen 30. Note that even in the two-screen setting state, the first standby information 30a and the second standby information 30b are displayed on the standby screen 30. The left display area 30L and the right display area 30R are set at positions that do not overlap with the first standby information 30a and the second standby information 30b.
[0050] In this way, the player can set the number of stamp images 42 to be displayed on the standby screen 30 and the display positions of the stamp images 42 by setting the one-sheet setting state or the two-sheet setting state.
[0051] Here, the player can select and set up to 10 stamp images 42 for each of the one-sheet setting state and the two-sheet setting state on the stamp setting screen 50. The stamp setting screen 50 is provided with a stamp display area 52 in which the stamp images 42 are displayed. Although not shown in FIGS. 5A and 5B, the stamp images 42 are displayed in an identifiable manner in the stamp display area 52. The player can select the stamp image 42 displayed in the stamp display area 52 by tapping the stamp display area 52.
[0052] For example, as shown in FIG. 5A, it is assumed that the one-sheet setting button 50b is operated and the one-sheet setting state is selected. In this state, the player can select up to 10 stamp images 42 for one-sheet setting. Also, for example, as shown in FIG. 5B, it is assumed that the two-sheet setting button 50c is operated and the two-sheet setting state is selected. In this state, the player can select up to 10 stamp images 42 for two-sheet setting. In the following, the state of the stamp image 42 currently set as one that can be displayed on the standby screen 30 is referred to as a selected state.
[0053] The word "SELECTED" is superimposed on the stamp display area 52 corresponding to the stamp image 42 in the selected state. The player can select only the stamp image 42 that he owns. The stamp display area 52 corresponding to the stamp image 42 that the player does not own is displayed grayed out, as shown by cross-hatching in the figure.
[0054] When the stamp display area 52 corresponding to the stamp image 42 in the selected state is tapped, the selected state of the stamp image 42 is temporarily released. When the stamp display area 52 corresponding to the stamp image 42 that is not currently in the selected state is tapped, the stamp image 42 is temporarily selected. The number of stamp images 42 currently in the selected state or the temporarily selected state is displayed to the left of the OFF setting button 50a. At this time, when the 1 sheet setting button 50b is selected, the number of stamp images 42 in the selected state or the temporarily selected state for 1 sheet setting is displayed. When the 2 sheets setting button 50c is selected, the number of stamp images 42 in the selected state or the temporarily selected state for 2 sheets setting is displayed.
[0055] Moreover, a reset button 50d is provided to the right of the two-sheet setting button 50c. When the reset button 50d is operated, the stamp image 42 in the selected state and the temporarily selected state is reset. Furthermore, a cancel button 54a and a confirm button 54b are provided at the bottom of the stamp setting screen 50. When the cancel button 54a is operated, the operations up to that point are canceled, and the stamp setting screen 50 is hidden. When the cancel button 54a is operated, the display setting and the stamp image 42 in the selected state are returned to the state before the stamp setting screen 50 was displayed.
[0056] In addition, when the confirm button 54b is operated, the temporarily selected stamp image 42 is updated to the selected state. In this case, all the selected stamp images 42 are stored in association with the one-stamp setting state or the two-stamp setting state.
[0057] When the Confirm button 54b is operated, if the OFF setting button 50a is selected, the display setting of the standby screen 30 is set to OFF. When the Confirm button 54b is operated, if the 1 screen setting button 50b is selected, the display setting of the standby screen 30 is set to 1 screen, and when the 2 screen setting button 50c is selected, the display setting of the standby screen 30 is set to 2 screens.
[0058] As described above, the player can set up to 10 stamp images 42 in the selected state for each of the one-stamp setting state and the two-stamp setting state. Then, when the standby screen 30 is displayed, one of the stamp images 42 is randomly selected from the stamp images 42 set by the player. Then, the selected stamp image 42 is displayed on the standby screen 30.
[0059] Specifically, in the one-stamp setting state, one stamp image 42 is selected from among the stamp images 42 that the player has set to the selected state. The selected stamp image 42 is then displayed in the center display area 30C of the standby screen 30. In addition, in the two-stamp setting state, two stamp images 42 are selected from among the stamp images 42 that the player has set to the selected state. The two selected stamp images 42 are then displayed in the left display area 30L and the right display area 30R of the standby screen 30.
[0060] The stamp images 42 may include special stamp images that can be set to the selected state only for the one-stamp setting state and cannot be set to the selected state for the two-stamp setting state. The special stamp images are configured to be larger in size than the normal stamp images 42, for example. In this way, some stamp images 42 may be set to the selected state only for either the one-stamp setting state or the two-stamp setting state.
[0061] 7 is a diagram for explaining the relationship between the number of stamp images 42 displayed on the standby screen 30 and the number of stamp images 42 in a selected state. The image displayed on the standby screen 30 is determined each time the standby screen 30 is displayed. For example, when the display setting is set to off, a single frame image is displayed on the standby screen 30. The single frame image to be displayed at this time is determined randomly by lottery each time the standby screen 30 is displayed.
[0062] Furthermore, when the display setting is set to one, the stamp image 42 to be displayed on the standby screen 30 is determined as follows depending on the number of stamp images 42 in the selected state. That is, when there are zero stamp images 42 in the selected state for one setting, a single-frame image is displayed on the standby screen 30. The single-frame image to be displayed at this time is determined randomly by lottery each time the standby screen 30 is displayed. However, when there are zero stamp images 42 in the selected state for one setting, a single-frame image does not have to be displayed on the standby screen 30.
[0063] Furthermore, when there is one stamp image 42 in the selected state for setting one stamp, the one stamp image 42 in the selected state is displayed in the center display area 30C of the standby screen 30. Therefore, in this case, every time the standby screen 30 is displayed, the one stamp image 42 selected by the player is always displayed in the center display area 30C.
[0064] Furthermore, when there are two or more stamp images 42 in the selected state for setting one stamp, a lottery is held to randomly select one of the multiple stamp images 42 in the selected state. The selected stamp image 42 selected by the lottery is then displayed in the center display area 30C of the standby screen 30. Therefore, in this case, every time the standby screen 30 is displayed, one of the stamp images 42 in the selected state for setting one stamp is displayed in the center display area 30C.
[0065] Furthermore, when the display setting is the two-stamp setting, the stamp image 42 to be displayed on the standby screen 30 is determined as follows depending on the number of stamp images 42 in the selected state. That is, when there are zero stamp images 42 in the selected state for the two-stamp setting, a single-frame image is displayed on the standby screen 30. The single-frame image to be displayed at this time is determined randomly by lottery each time the standby screen 30 is displayed. However, when there are zero stamp images 42 in the selected state for the two-stamp setting, a single-frame image does not have to be displayed on the standby screen 30.
[0066] In addition, when there is one stamp image 42 in the selected state for setting two stamps, the one stamp image 42 in the selected state is displayed in the left display area 30L or the right display area 30R of the standby screen 30. In this case, whether the display area for displaying the stamp image 42 is the left display area 30L or the right display area 30R is determined randomly by lottery. Therefore, when there is one stamp image 42 in the selected state for setting two stamps, the one stamp image 42 selected by the player is displayed in the left display area 30L or the right display area 30R every time the standby screen 30 is displayed.
[0067] However, when the display setting is set to two and there is one stamp image 42 in the selected state for the two-stamp setting, the stamp image 42 may be displayed in a preset display area of the left display area 30L and the right display area 30R. Also, for example, when the display setting is set to two and there is one stamp image 42 in the selected state for the two-stamp setting, the stamp image 42 may be displayed in the center display area 30C. Furthermore, the stamp image 42 in the selected state may be displayed in either the left display area 30L or the right display area 30R, and a single-frame image may be displayed in the other.
[0068] In addition, when there are two or more stamp images 42 in the selected state for setting two stamps, a lottery is held to randomly select any two of the multiple stamp images 42 in the selected state. In addition, whether the two selected stamp images 42 are to be displayed in the left display area 30L or the right display area 30R is determined by lottery. Therefore, in this case, any two of the stamp images 42 in the selected state for setting two stamps are displayed in the left display area 30L or the right display area 30R every time the standby screen 30 is displayed.
[0069] As described above, according to the present embodiment, a process is executed in which the player selects one or more objects from among a plurality of types of stamp images 42 (objects) that can be displayed on the standby screen 30 displayed during data reading. In addition, a process is executed in which the stamp image 42 (object) selected by the player is stored as a stamp image 42 (displayable object) in a selected state, and a display setting (position information) that specifies the display position of the stamp image 42 (object) on the standby screen 30 is set based on the operation input of the player. Then, during data reading, a process is executed in which the first standby information 30a and the second standby information 30b (information suggesting that data is being read) are displayed on the standby screen 30, and the stamp image 42 (object) stored as a stamp image 42 (displayable object) in a selected state is displayed on the standby screen 30 based on the display setting (position information).
[0070] Furthermore, a process for setting the number of stamp images 42 (objects) to be displayed on the standby screen 30 (a process for setting the first setting or the second setting) is executed based on the operation input of the player. Furthermore, a process for determining by lottery stamp images 42 (displayable objects) the same number as the number of stamp images 42 (objects) to be displayed on the standby screen 30 from among the stored stamp images 42 (displayable objects) in a selected state is executed. Then, all the stamp images 42 (displayable objects) determined by lottery are displayed on the standby screen 30.
[0071] Furthermore, the process of determining the stamp image 42 (displayable object) by lottery is executed every time the standby screen 30 is displayed.
[0072] As a result, according to this embodiment, the stamp image 42 desired by the player is displayed on the standby screen 30. Moreover, the player can also determine the number and positions of the stamp images 42 to be displayed on the standby screen 30. This increases the player's interest in the standby screen 30 and suppresses boredom.
[0073] (Specific control process in player terminal 1) Next, a specific control process in the player terminal 1 for executing the above game will be described. Fig. 8 is a diagram for explaining the configuration of the storage unit 12 in the player terminal 1 and its functions as a computer. The storage unit 12 is provided with a program storage area 12a and a data storage area 12b. When an application is started, the CPU 10 stores a terminal side control program (module) in the program storage area 12a.
[0074] The terminal side control programs include a lottery game execution program 200, a possession information update program 202, a stamp related screen display program 204, a stamp setting processing program 206, a data reading program 208, a standby screen display program 210, and a stamp image lottery program 212. Note that the above programs are merely examples, and many other programs are provided in the program storage area 12a.
[0075] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A.
[0076] The terminal side control unit 1A includes a lottery game executing unit 200a, a possession information updating unit 202a, a stamp related screen display unit 204a, a stamp setting processing unit 206a, a data reading unit 208a, a standby screen display unit 210a, and a stamp image lottery unit 212a. Specifically, the CPU 10 operates the lottery game executing program 200 to cause the computer to function as the lottery game executing unit 200a.
[0077] Similarly, the CPU 10 operates a possession information update program 202, a stamp-related screen display program 204, a stamp setting processing program 206, a data reading program 208, a standby screen display program 210, and a stamp image lottery program 212, and causes them to function as a possession information update unit 202a, a stamp-related screen display unit 204a, a stamp setting processing unit 206a, a data reading unit 208a, a standby screen display unit 210a, and a stamp image lottery unit 212a, respectively.
[0078] The lottery game executing unit 200a executes a process for executing the lottery game described above, based on an operational input by the player.
[0079] The possession information update unit 202a updates the possession information of the stamp image 42 newly acquired in the lottery game.
[0080] The stamp-related screen display unit 204a controls the display of screens related to the stamp image 42, such as the stamp book top screen 40, the stamp setting screen 50, and the like.
[0081] The stamp setting processing unit 206a performs processing for setting display settings based on the operation input by the player, and processing for setting the stamp image 42 in the selected state for each display setting.
[0082] The data reading unit 208 a executes a process of reading data from the storage device 18 to the storage unit 12 and a process of downloading data from the server 1000 .
[0083] The standby screen display unit 210a performs a process for displaying the standby screen 30.
[0084] The stamp image lottery section 212a determines the stamp image 42 to be displayed on the standby screen 30 by lottery.
[0085] The data storage area 12b is provided with a possession information storage area 300, a display setting storage area 302, a selected state information storage area 304, and a provisional selection information storage area 306 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 12b is provided with many other storage areas.
[0086] The possession information storage unit 300 stores possession information indicating whether or not the stamp image 42 is possessed for each stamp image 42 .
[0087] The currently set display setting is stored in the display setting storage unit 302. That is, any one of the off setting, the one-image setting, and the two-image setting is stored as the currently set display setting.
[0088] In the selection state information storage section 304, a stamp image 42 in a selected state corresponding to the one-sheet setting and a stamp image 42 in a selected state corresponding to the two-sheet setting are stored as selection state information.
[0089] The temporary selection information storage unit 306 stores the temporarily selected stamp image 42 based on the operation input by the player while the stamp setting screen 50 is being displayed. That is, the temporary selection information storage unit 306 functions as a work area when the player selects the stamp image 42 in the selected state.
[0090] A part of the processing executed by the terminal side control unit 1A will be explained below.
[0091] 9 is a flowchart for explaining an example of a lottery game execution process in the player terminal 1. This process is executed by the lottery game execution unit 200a when a player performs an operation input for executing a lottery game. The lottery game execution unit 200a transmits lottery request information to the server 1000 (S10-1). This lottery request information requests the server 1000 to execute a lottery for determining a stamp image 42 to be given to the player.
[0092] Although detailed description is omitted, when the server 1000 receives the lottery request information, a lottery game is executed to determine the stamp image 42. When the lottery game is executed, the lottery result, that is, lottery result information indicating the stamp image 42 that has been selected by the lottery is set. The lottery game execution unit 200a waits until it receives the lottery result information (S10-2), and when it receives the lottery result information (YES in S10-3), it executes an effect to notify the player of the selected stamp image 42 (S10-4). In addition, when the player does not have the selected stamp image 42, the possession information update unit 202a updates the possession information of the selected stamp image 42 in the possession information storage unit 300 from "not possessed" to "possessed" (S10-5).
[0093] Although a detailed description will be omitted, the server 1000 also manages possession information of the stamp image 42. In this example, the lottery is executed in the server 1000, but the lottery may be executed in the player terminal 1.
[0094] 10 is a flowchart for explaining an example of stamp-related screen display processing in the player terminal 1. This processing is executed by the stamp-related screen display unit 204a, but here, processing for displaying the stamp book top screen 40 and the stamp setting screen 50 will be explained, and explanations of display processing for other screens will be omitted.
[0095] When a top screen display operation for displaying the stamp book top screen 40 is input (YES in S20-1), the stamp-related screen display unit 204a checks the possession information of the stamp image 42 in the possession information storage unit 300 (S20-2). Then, the stamp-related screen display unit 204a displays the stamp book top screen 40 based on the possession information checked in S20-2 (S20-3).
[0096] Furthermore, when a stamp setting screen display operation for displaying the stamp setting screen 50 is input (YES in S20-4), the stamp-related screen display unit 204a displays the stamp setting screen 50 (S20-5). When the stamp setting screen 50 is displayed, the stamp setting processing unit 206a starts the stamp setting process (S30).
[0097] 11 is a flowchart for explaining an example of stamp setting processing in the player terminal 1. The stamp setting processing unit 206a writes current setting information of the stamp image 42 to the temporary selection information storage unit 306 (S30-1). Specifically, the stamp setting processing unit 206a writes display setting information indicating the current display setting (off setting, one image setting, two images setting) stored in the display setting storage unit 302, and selection status information indicating the stamp image 42 in the selected status for each display setting stored in the selection status information storage unit 304 to the temporary selection information storage unit 306.
[0098] On the stamp setting screen 50, when a display setting operation for switching the display settings is input, i.e., the operation of the off setting button 50a, the one sheet setting button 50b, or the two sheet setting button 50c is input (YES in S30-2), the stamp setting processing unit 206a updates the display setting information in the temporary selection information memory unit 306 (S30-3).
[0099] When the stamp display area 52 is operated on the stamp setting screen 50 (YES in S30-4), the stamp setting processing unit 206a updates the selection status information in the temporary selection information storage unit 306, that is, the temporary selection status of each stamp image 42 (S30-5).
[0100] When the reset button 50d is operated on the stamp setting screen 50 (YES in S30-6), the stamp setting processing unit 206a clears the selection status information corresponding to the currently selected display setting in the temporary selection information storage unit 306 (S30-7).
[0101] When the cancel button 54a is operated on the stamp setting screen 50 (YES in S30-8), the stamp setting processing unit 206a discards the information in the temporary selection information storage unit 306 (S30-9) and displays the stamp book top screen 40 (S30-12). In this case, the display setting and the selected stamp image 42 are not changed, and the stamp setting process ends.
[0102] When the Confirm button 54b is operated on the stamp setting screen 50 (YES in S30-10), the stamp setting processing unit 206a transfers the display setting information of the temporary selection information storage unit 306 to the display setting storage unit 302, and transfers the selected state information of the temporary selection information storage unit 306 to the selected state information storage unit 304 (S30-11). In this case, the stamp setting processing unit 206a also displays the stamp book top screen 40 (S30-12). This changes the display setting and the selected stamp image 42.
[0103] 12 is a flowchart for explaining an example of a standby screen display process in the player terminal 1. This process is executed by the standby screen display unit 210a and the stamp image lottery unit 212a when the data reading unit 208a starts a process of reading data into the storage unit 12.
[0104] If the current display setting stored in the display setting storage unit 302 is off (YES in S40-1), the standby screen display unit 210a selects one of a plurality of types of one-frame images prepared in advance by lottery (S40-2).The standby screen display unit 210a then displays the one-frame image selected in S40-2 on the standby screen 30 (S40-3).
[0105] Furthermore, if the current display setting stored in the display setting storage unit 302 is the one-image setting (YES in S40-4), the standby screen display unit 210a judges whether the number of stamp images 42 in the selected state for one-image setting stored in the selection state information storage unit 304 is 0 (S40-5). If the number of stamp images 42 in the selected state for one-image setting is 0 (YES in S40-5), the standby screen display unit 210a executes the above-mentioned processes of S40-2 and S40-3, and displays a single-frame image on the standby screen 30.
[0106] Furthermore, when there is one stamp image 42 in the selected state for setting one stamp (YES in S40-6), the standby screen display unit 210a displays the stamp image 42 in the selected state on the standby screen 30 (S40-7). Here, the standby screen display unit 210a displays the stamp image 42 at the coordinates corresponding to the center display area 30C.
[0107] If there is not one stamp image 42 in the selected state for setting one (NO in S40-6), that is, if there are two or more stamp images 42 in the selected state for setting one, the stamp image selection unit 212a executes a selection to randomly select one from the multiple stamp images 42 in the selected state (S40-8). Then, the standby screen display unit 210a displays the stamp image 42 selected in S40-8 on the standby screen 30 (S40-9). Here, the standby screen display unit 210a displays the stamp image 42 at coordinates corresponding to the center display area 30C.
[0108] Furthermore, when the current display setting stored in the display setting storage unit 302 is not the one-image setting (NO in S40-4), that is, when the current display setting is the two-image setting, the standby screen display unit 210a judges whether the number of stamp images 42 in the selected state for the two-image setting stored in the selection state information storage unit 304 is 0 (S40-10). When the number of stamp images 42 in the selected state for the two-image setting is 0 (YES in S40-10), the standby screen display unit 210a executes the above-mentioned processes of S40-2 and S40-3, and displays a single-frame image on the standby screen 30.
[0109] If there is one or more stamp images 42 in the selected state for setting two stamp images (NO in S40-10), the stamp image selection unit 212a executes a selection to randomly select one or two stamp images 42 from the selected stamp images 42 (S40-11). Here, if there is one stamp image 42 in the selected state, one stamp image 42 in the selected state is selected, and if there are two or more stamp images 42 in the selected state, two stamp images 42 are selected by the selection.
[0110] Then, the standby screen display unit 210a determines by lottery whether the left display area 30L or the right display area 30R is to display the stamp image 42 (S40-12). Then, the standby screen display unit 210a displays the stamp image 42 selected in S40-11 at the coordinates corresponding to the display position determined in S40-11 (S40-13). Here, the stamp image 42 selected in the first draw in S40-11 is displayed in the display position determined in S40-12. Also, if two stamp images 42 have been determined, the stamp image 42 selected in the second draw is displayed in the remaining display position.
[0111] The timing of execution of the process of determining the stamp image 42 to be displayed and the display area in which the stamp image 42 is to be displayed may be any timing prior to the process of displaying the stamp image 42. For example, the stamp image 42 and the display area may be determined and stored in advance when the game application is started. In this case, the stamp image 42 may be displayed based on the stored information at the timing of displaying the stamp image 42.
[0112] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0113] In the above embodiment, a case has been described in which the object that can be displayed on the standby screen 30 that is displayed while data is being read is the stamp image 42. However, the contents of the object that can be displayed on the standby screen 30 are not particularly limited. For example, the object that can be displayed on the standby screen 30 may be composed of a single image or may be composed of a video. In any case, it is sufficient that multiple types of objects that can be displayed on the standby screen 30 are provided.
[0114] In the above embodiment, an off setting is provided as a display setting pattern, but the off setting is not essential. In the off setting state, one frame image is randomly displayed, but only one type of image may be displayed in the off setting state. Furthermore, the off setting is not essential, and only one and two settings may be provided. In addition, it may be possible to set so that one or more of the stamp image 42 and an image of a different type from the stamp image 42, such as the one frame image described above, determined by lottery, are displayed.
[0115] In the above embodiment, the player can select the center display area 30C as the display position of the stamp image 42 by selecting the one-sheet setting. The player can select the left display area 30L and the right display area 30R as the display position of the stamp image 42 by selecting the two-sheet setting. However, the player may be able to set the display position of the stamp image 42 in more detail. For example, the player may be able to set the coordinates on the screen as the display position of the stamp image 42.
[0116] Also, for example, the player may be able to set the display position for each stamp image 42. In this case, the display position may be set for each number of stamp images 42 displayed at the same time. Specifically, for example, when the two-sheet setting button 50c is selected on the stamp setting screen 50, an operation section for selecting the left display area 30L or the right display area 30R is displayed. Then, when the stamp display area 52 is operated with the left display area 30L selected, the display position of the stamp image 42 in the operated stamp display area 52 is set to the left display area 30L. Similarly, when the stamp display area 52 is operated with the right display area 30R selected, the display position of the stamp image 42 in the operated stamp display area 52 is set to the right display area 30R.
[0117] In this case, for example, the stamp display area 52 of the stamp image 42 in which the left display area 30L is set may display "LEFT", and the stamp display area 52 of the stamp image 42 in which the right display area 30R is set may display "RIGHT". This makes it easy to distinguish in which of the left display area 30L and the right display area 30R the stamp image 42 is displayed on the stamp setting screen 50. Note that in this example, in the two-stamp setting state, one stamp image 42 can be set only in either the left display area 30L or the right display area 30R.
[0118] However, one stamp image 42 may be set in both the left display area 30L and the right display area 30R. In this case, it is preferable to control the standby screen 30 so that the same stamp image 42 is not displayed in both the left display area 30L and the right display area 30R. In any case, it is sufficient that position information that specifies the display position of the object on the standby screen 30 is set based on the operation input by the player.
[0119] In the above embodiment, the stamp images 42 displayed on the standby screen 30 are determined by lottery. However, the stamp images 42 displayed on the standby screen 30 may be determined, for example, according to a preset order. In this case, for example, the player may be able to set the display order of the stamp images 42.
[0120] In the above embodiment, the stamp image 42 to be displayed on the standby screen 30 is determined every time the standby screen 30 is displayed. However, the stamp image 42 to be displayed on the standby screen 30 may be determined every time the standby screen 30 is displayed a predetermined number of times or more. In this case, for example, the same stamp image 42 is displayed on the standby screen 30 a predetermined number of times in succession.
[0121] Moreover, the control process shown in the above embodiment is merely an example. In the above embodiment, the case where the control process for executing the game is executed by the player terminal 1 has been described. That is, in the above embodiment, the control process for executing the game is executed only by the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, a part of the control process described above may be executed by the server 1000. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 1000, may function as the game device G.
[0122] In the above embodiment, the information processing program for implementing the game may be stored in a non-transitory computer-readable storage medium. Furthermore, the above embodiment may be an information processing method for implementing each function and each step shown in the flowchart. [Explanation of symbols]
[0123] 1 Player terminal 1A Terminal side control unit 30 Standby screen 30a First waiting information 30b 2nd standby information 42 Stamp images G Game Device S Information Processing System
Claims
1. A process of having a player select one or more objects from among a plurality of types of objects that can be displayed on a standby screen that is displayed during data reading; a process of storing the object selected by a player as a displayable object, and setting position information defining a display position of the object on the standby screen based on an operation input by the player; a process of displaying, while the data is being read, information indicating that the data is being read on the standby screen, and displaying, on the standby screen, the object stored as the displayable object based on the position information; An information processing program that causes a computer to carry out the above.
2. A process of setting the number of the objects to be displayed on the standby screen based on an operation input by a player; a process of determining, by lottery, from among the stored displayable objects, a number of the displayable objects equal to the number of the objects to be displayed on the standby screen; The computer executes the above. The process of displaying the object on the standby screen includes: displaying all the displayable objects determined by lottery as the objects on the standby screen; The information processing program according to claim 1 .
3. the process of determining the displayable object by lottery is executed every time the standby screen is displayed.
3. The information processing program according to claim 1 or 2.
4. 1. An information processing method performed by one or more computers, comprising: The computer, A process of having a player select one or more objects from among a plurality of types of objects that can be displayed on a standby screen that is displayed during data reading; a process of storing the object selected by a player as a displayable object, and setting position information defining a display position of the object on the standby screen based on an operation input by the player; a process of displaying, while the data is being read, information indicating that the data is being read on the standby screen, and displaying, on the standby screen, the object stored as the displayable object based on the position information; An information processing method for carrying out the above.
5. One or more computers; The computer, A process of having a player select one or more objects from among a plurality of types of objects that can be displayed on a standby screen that is displayed during data reading; a process of storing the object selected by a player as a displayable object, and setting position information defining a display position of the object on the standby screen based on an operation input by the player; a process of displaying, while the data is being read, information indicating that the data is being read on the standby screen, and displaying, on the standby screen, the object stored as the displayable object based on the position information; A game device that performs the above.
Citation Information
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